three-stdlib 2.35.3 → 2.35.4

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +20 -17
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +20 -17
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +722 -715
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +723 -716
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +2 -1
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +3 -2
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +2 -1
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +3 -2
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +2 -1
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +3 -2
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +133 -122
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +23 -21
  68. package/exporters/DRACOExporter.js +133 -122
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +170 -167
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +170 -167
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +524 -515
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +524 -515
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +2 -1
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +3 -2
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +441 -435
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +441 -435
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +2 -1
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +3 -2
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +377 -374
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +377 -374
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +5 -4
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +6 -5
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +46 -43
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +46 -43
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1694 -1688
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1694 -1688
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +53 -50
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +53 -50
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +271 -268
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +272 -269
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +2 -1
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +3 -2
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +209 -206
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +209 -206
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +154 -146
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +154 -146
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +183 -180
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +183 -180
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +164 -161
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +164 -161
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +35 -32
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +100 -6
  258. package/objects/Sky.js +35 -32
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +2 -1
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +3 -2
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +143 -140
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +143 -140
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +267 -264
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +267 -264
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +253 -250
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +253 -250
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +379 -376
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +379 -376
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +205 -202
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +205 -202
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +71 -46
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +71 -46
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +41 -22
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +41 -22
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +20 -6
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +20 -6
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +46 -26
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +46 -26
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +33 -19
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +33 -19
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +117 -90
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +117 -90
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +333 -232
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +333 -232
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +38 -22
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +38 -22
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +35 -21
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +35 -21
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +34 -19
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +34 -19
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +43 -24
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +43 -24
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +30 -16
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +30 -16
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +38 -21
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +38 -21
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +98 -69
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +98 -69
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +70 -59
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +70 -59
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +49 -28
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +49 -28
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1098 -1089
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1098 -1089
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +57 -29
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +57 -29
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +70 -43
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +70 -43
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +74 -53
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +74 -53
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +55 -35
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +55 -35
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +33 -19
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +33 -19
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +193 -116
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +193 -116
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +270 -192
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +270 -192
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +43 -27
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +43 -27
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- {"version":3,"file":"MMDPhysics.cjs","sources":["../../src/animation/MMDPhysics.js"],"sourcesContent":["import {\n Bone,\n BoxGeometry,\n Color,\n Euler,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\nimport { CapsuleGeometry } from '../_polyfill/CapsuleGeometry'\n\n/**\n * Dependencies\n * - Ammo.js https://github.com/kripken/ammo.js\n *\n * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)\n * for MMD model loaded by MMDLoader.\n *\n * TODO\n * - Physics in Worker\n */\n\n/* global Ammo */\n\nclass MMDPhysics {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} rigidBodyParams\n * @param {Array<Object>} (optional) constraintParams\n * @param {Object} params - (optional)\n * @param {Number} params.unitStep - Default is 1 / 65.\n * @param {Integer} params.maxStepNum - Default is 3.\n * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )\n */\n constructor(mesh, rigidBodyParams, constraintParams = [], params = {}) {\n if (typeof Ammo === 'undefined') {\n throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js')\n }\n\n this.manager = new ResourceManager()\n\n this.mesh = mesh\n\n /*\n * I don't know why but 1/60 unitStep easily breaks models\n * so I set it 1/65 so far.\n * Don't set too small unitStep because\n * the smaller unitStep can make the performance worse.\n */\n this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65\n this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3\n this.gravity = new Vector3(0, -9.8 * 10, 0)\n\n if (params.gravity !== undefined) this.gravity.copy(params.gravity)\n\n this.world = params.world !== undefined ? params.world : null // experimental\n\n this.bodies = []\n this.constraints = []\n\n this._init(mesh, rigidBodyParams, constraintParams)\n }\n\n /**\n * Advances Physics calculation and updates bones.\n *\n * @param {Number} delta - time in second\n * @return {MMDPhysics}\n */\n update(delta) {\n const manager = this.manager\n const mesh = this.mesh\n\n // rigid bodies and constrains are for\n // mesh's world scale (1, 1, 1).\n // Convert to (1, 1, 1) if it isn't.\n\n let isNonDefaultScale = false\n\n const position = manager.allocThreeVector3()\n const quaternion = manager.allocThreeQuaternion()\n const scale = manager.allocThreeVector3()\n\n mesh.matrixWorld.decompose(position, quaternion, scale)\n\n if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {\n isNonDefaultScale = true\n }\n\n let parent\n\n if (isNonDefaultScale) {\n parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n scale.copy(this.mesh.scale)\n\n mesh.scale.set(1, 1, 1)\n mesh.updateMatrixWorld(true)\n }\n\n // calculate physics and update bones\n\n this._updateRigidBodies()\n this._stepSimulation(delta)\n this._updateBones()\n\n // restore mesh if converted above\n\n if (isNonDefaultScale) {\n if (parent !== null) mesh.parent = parent\n\n mesh.scale.copy(scale)\n }\n\n manager.freeThreeVector3(scale)\n manager.freeThreeQuaternion(quaternion)\n manager.freeThreeVector3(position)\n\n return this\n }\n\n /**\n * Resets rigid bodies transorm to current bone's.\n *\n * @return {MMDPhysics}\n */\n reset() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].reset()\n }\n\n return this\n }\n\n /**\n * Warm ups Rigid bodies. Calculates cycles steps.\n *\n * @param {Integer} cycles\n * @return {MMDPhysics}\n */\n warmup(cycles) {\n for (let i = 0; i < cycles; i++) {\n this.update(1 / 60)\n }\n\n return this\n }\n\n /**\n * Sets gravity.\n *\n * @param {Vector3} gravity\n * @return {MMDPhysicsHelper}\n */\n setGravity(gravity) {\n this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z))\n this.gravity.copy(gravity)\n\n return this\n }\n\n /**\n * Creates MMDPhysicsHelper\n *\n * @return {MMDPhysicsHelper}\n */\n createHelper() {\n return new MMDPhysicsHelper(this.mesh, this)\n }\n\n // private methods\n\n _init(mesh, rigidBodyParams, constraintParams) {\n const manager = this.manager\n\n // rigid body/constraint parameters are for\n // mesh's default world transform as position(0, 0, 0),\n // quaternion(0, 0, 0, 1) and scale(0, 0, 0)\n\n const parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n const currentPosition = manager.allocThreeVector3()\n const currentQuaternion = manager.allocThreeQuaternion()\n const currentScale = manager.allocThreeVector3()\n\n currentPosition.copy(mesh.position)\n currentQuaternion.copy(mesh.quaternion)\n currentScale.copy(mesh.scale)\n\n mesh.position.set(0, 0, 0)\n mesh.quaternion.set(0, 0, 0, 1)\n mesh.scale.set(1, 1, 1)\n\n mesh.updateMatrixWorld(true)\n\n if (this.world === null) {\n this.world = this._createWorld()\n this.setGravity(this.gravity)\n }\n\n this._initRigidBodies(rigidBodyParams)\n this._initConstraints(constraintParams)\n\n if (parent !== null) mesh.parent = parent\n\n mesh.position.copy(currentPosition)\n mesh.quaternion.copy(currentQuaternion)\n mesh.scale.copy(currentScale)\n\n mesh.updateMatrixWorld(true)\n\n this.reset()\n\n manager.freeThreeVector3(currentPosition)\n manager.freeThreeQuaternion(currentQuaternion)\n manager.freeThreeVector3(currentScale)\n }\n\n _createWorld() {\n const config = new Ammo.btDefaultCollisionConfiguration()\n const dispatcher = new Ammo.btCollisionDispatcher(config)\n const cache = new Ammo.btDbvtBroadphase()\n const solver = new Ammo.btSequentialImpulseConstraintSolver()\n const world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config)\n return world\n }\n\n _initRigidBodies(rigidBodies) {\n for (let i = 0, il = rigidBodies.length; i < il; i++) {\n this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager))\n }\n }\n\n _initConstraints(constraints) {\n for (let i = 0, il = constraints.length; i < il; i++) {\n const params = constraints[i]\n const bodyA = this.bodies[params.rigidBodyIndex1]\n const bodyB = this.bodies[params.rigidBodyIndex2]\n this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager))\n }\n }\n\n _stepSimulation(delta) {\n const unitStep = this.unitStep\n let stepTime = delta\n let maxStepNum = ((delta / unitStep) | 0) + 1\n\n if (stepTime < unitStep) {\n stepTime = unitStep\n maxStepNum = 1\n }\n\n if (maxStepNum > this.maxStepNum) {\n maxStepNum = this.maxStepNum\n }\n\n this.world.stepSimulation(stepTime, maxStepNum, unitStep)\n }\n\n _updateRigidBodies() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateFromBone()\n }\n }\n\n _updateBones() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateBone()\n }\n }\n}\n\n/**\n * This manager's responsibilies are\n *\n * 1. manage Ammo.js and Three.js object resources and\n * improve the performance and the memory consumption by\n * reusing objects.\n *\n * 2. provide simple Ammo object operations.\n */\nclass ResourceManager {\n constructor() {\n // for Three.js\n this.threeVector3s = []\n this.threeMatrix4s = []\n this.threeQuaternions = []\n this.threeEulers = []\n\n // for Ammo.js\n this.transforms = []\n this.quaternions = []\n this.vector3s = []\n }\n\n allocThreeVector3() {\n return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new Vector3()\n }\n\n freeThreeVector3(v) {\n this.threeVector3s.push(v)\n }\n\n allocThreeMatrix4() {\n return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new Matrix4()\n }\n\n freeThreeMatrix4(m) {\n this.threeMatrix4s.push(m)\n }\n\n allocThreeQuaternion() {\n return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new Quaternion()\n }\n\n freeThreeQuaternion(q) {\n this.threeQuaternions.push(q)\n }\n\n allocThreeEuler() {\n return this.threeEulers.length > 0 ? this.threeEulers.pop() : new Euler()\n }\n\n freeThreeEuler(e) {\n this.threeEulers.push(e)\n }\n\n allocTransform() {\n return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform()\n }\n\n freeTransform(t) {\n this.transforms.push(t)\n }\n\n allocQuaternion() {\n return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion()\n }\n\n freeQuaternion(q) {\n this.quaternions.push(q)\n }\n\n allocVector3() {\n return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3()\n }\n\n freeVector3(v) {\n this.vector3s.push(v)\n }\n\n setIdentity(t) {\n t.setIdentity()\n }\n\n getBasis(t) {\n var q = this.allocQuaternion()\n t.getBasis().getRotation(q)\n return q\n }\n\n getBasisAsMatrix3(t) {\n var q = this.getBasis(t)\n var m = this.quaternionToMatrix3(q)\n this.freeQuaternion(q)\n return m\n }\n\n getOrigin(t) {\n return t.getOrigin()\n }\n\n setOrigin(t, v) {\n t.getOrigin().setValue(v.x(), v.y(), v.z())\n }\n\n copyOrigin(t1, t2) {\n var o = t2.getOrigin()\n this.setOrigin(t1, o)\n }\n\n setBasis(t, q) {\n t.setRotation(q)\n }\n\n setBasisFromMatrix3(t, m) {\n var q = this.matrix3ToQuaternion(m)\n this.setBasis(t, q)\n this.freeQuaternion(q)\n }\n\n setOriginFromArray3(t, a) {\n t.getOrigin().setValue(a[0], a[1], a[2])\n }\n\n setOriginFromThreeVector3(t, v) {\n t.getOrigin().setValue(v.x, v.y, v.z)\n }\n\n setBasisFromArray3(t, a) {\n var thQ = this.allocThreeQuaternion()\n var thE = this.allocThreeEuler()\n thE.set(a[0], a[1], a[2])\n this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE))\n\n this.freeThreeEuler(thE)\n this.freeThreeQuaternion(thQ)\n }\n\n setBasisFromThreeQuaternion(t, a) {\n var q = this.allocQuaternion()\n\n q.setX(a.x)\n q.setY(a.y)\n q.setZ(a.z)\n q.setW(a.w)\n this.setBasis(t, q)\n\n this.freeQuaternion(q)\n }\n\n multiplyTransforms(t1, t2) {\n var t = this.allocTransform()\n this.setIdentity(t)\n\n var m1 = this.getBasisAsMatrix3(t1)\n var m2 = this.getBasisAsMatrix3(t2)\n\n var o1 = this.getOrigin(t1)\n var o2 = this.getOrigin(t2)\n\n var v1 = this.multiplyMatrix3ByVector3(m1, o2)\n var v2 = this.addVector3(v1, o1)\n this.setOrigin(t, v2)\n\n var m3 = this.multiplyMatrices3(m1, m2)\n this.setBasisFromMatrix3(t, m3)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t\n }\n\n inverseTransform(t) {\n var t2 = this.allocTransform()\n\n var m1 = this.getBasisAsMatrix3(t)\n var o = this.getOrigin(t)\n\n var m2 = this.transposeMatrix3(m1)\n var v1 = this.negativeVector3(o)\n var v2 = this.multiplyMatrix3ByVector3(m2, v1)\n\n this.setOrigin(t2, v2)\n this.setBasisFromMatrix3(t2, m2)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t2\n }\n\n multiplyMatrices3(m1, m2) {\n var m3 = []\n\n var v10 = this.rowOfMatrix3(m1, 0)\n var v11 = this.rowOfMatrix3(m1, 1)\n var v12 = this.rowOfMatrix3(m1, 2)\n\n var v20 = this.columnOfMatrix3(m2, 0)\n var v21 = this.columnOfMatrix3(m2, 1)\n var v22 = this.columnOfMatrix3(m2, 2)\n\n m3[0] = this.dotVectors3(v10, v20)\n m3[1] = this.dotVectors3(v10, v21)\n m3[2] = this.dotVectors3(v10, v22)\n m3[3] = this.dotVectors3(v11, v20)\n m3[4] = this.dotVectors3(v11, v21)\n m3[5] = this.dotVectors3(v11, v22)\n m3[6] = this.dotVectors3(v12, v20)\n m3[7] = this.dotVectors3(v12, v21)\n m3[8] = this.dotVectors3(v12, v22)\n\n this.freeVector3(v10)\n this.freeVector3(v11)\n this.freeVector3(v12)\n this.freeVector3(v20)\n this.freeVector3(v21)\n this.freeVector3(v22)\n\n return m3\n }\n\n addVector3(v1, v2) {\n var v = this.allocVector3()\n v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z())\n return v\n }\n\n dotVectors3(v1, v2) {\n return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z()\n }\n\n rowOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2])\n return v\n }\n\n columnOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i + 0], m[i + 3], m[i + 6])\n return v\n }\n\n negativeVector3(v) {\n var v2 = this.allocVector3()\n v2.setValue(-v.x(), -v.y(), -v.z())\n return v2\n }\n\n multiplyMatrix3ByVector3(m, v) {\n var v4 = this.allocVector3()\n\n var v0 = this.rowOfMatrix3(m, 0)\n var v1 = this.rowOfMatrix3(m, 1)\n var v2 = this.rowOfMatrix3(m, 2)\n var x = this.dotVectors3(v0, v)\n var y = this.dotVectors3(v1, v)\n var z = this.dotVectors3(v2, v)\n\n v4.setValue(x, y, z)\n\n this.freeVector3(v0)\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return v4\n }\n\n transposeMatrix3(m) {\n var m2 = []\n m2[0] = m[0]\n m2[1] = m[3]\n m2[2] = m[6]\n m2[3] = m[1]\n m2[4] = m[4]\n m2[5] = m[7]\n m2[6] = m[2]\n m2[7] = m[5]\n m2[8] = m[8]\n return m2\n }\n\n quaternionToMatrix3(q) {\n var m = []\n\n var x = q.x()\n var y = q.y()\n var z = q.z()\n var w = q.w()\n\n var xx = x * x\n var yy = y * y\n var zz = z * z\n\n var xy = x * y\n var yz = y * z\n var zx = z * x\n\n var xw = x * w\n var yw = y * w\n var zw = z * w\n\n m[0] = 1 - 2 * (yy + zz)\n m[1] = 2 * (xy - zw)\n m[2] = 2 * (zx + yw)\n m[3] = 2 * (xy + zw)\n m[4] = 1 - 2 * (zz + xx)\n m[5] = 2 * (yz - xw)\n m[6] = 2 * (zx - yw)\n m[7] = 2 * (yz + xw)\n m[8] = 1 - 2 * (xx + yy)\n\n return m\n }\n\n matrix3ToQuaternion(m) {\n var t = m[0] + m[4] + m[8]\n var s, x, y, z, w\n\n if (t > 0) {\n s = Math.sqrt(t + 1.0) * 2\n w = 0.25 * s\n x = (m[7] - m[5]) / s\n y = (m[2] - m[6]) / s\n z = (m[3] - m[1]) / s\n } else if (m[0] > m[4] && m[0] > m[8]) {\n s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2\n w = (m[7] - m[5]) / s\n x = 0.25 * s\n y = (m[1] + m[3]) / s\n z = (m[2] + m[6]) / s\n } else if (m[4] > m[8]) {\n s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2\n w = (m[2] - m[6]) / s\n x = (m[1] + m[3]) / s\n y = 0.25 * s\n z = (m[5] + m[7]) / s\n } else {\n s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2\n w = (m[3] - m[1]) / s\n x = (m[2] + m[6]) / s\n y = (m[5] + m[7]) / s\n z = 0.25 * s\n }\n\n var q = this.allocQuaternion()\n q.setX(x)\n q.setY(y)\n q.setZ(z)\n q.setW(w)\n return q\n }\n}\n\n/**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {Object} params\n * @param {ResourceManager} manager\n */\nclass RigidBody {\n constructor(mesh, world, params, manager) {\n this.mesh = mesh\n this.world = world\n this.params = params\n this.manager = manager\n\n this.body = null\n this.bone = null\n this.boneOffsetForm = null\n this.boneOffsetFormInverse = null\n\n this._init()\n }\n\n /**\n * Resets rigid body transform to the current bone's.\n *\n * @return {RigidBody}\n */\n reset() {\n this._setTransformFromBone()\n return this\n }\n\n /**\n * Updates rigid body's transform from the current bone.\n *\n * @return {RidigBody}\n */\n updateFromBone() {\n if (this.params.boneIndex !== -1 && this.params.type === 0) {\n this._setTransformFromBone()\n }\n\n return this\n }\n\n /**\n * Updates bone from the current ridid body's transform.\n *\n * @return {RidigBody}\n */\n updateBone() {\n if (this.params.type === 0 || this.params.boneIndex === -1) {\n return this\n }\n\n this._updateBoneRotation()\n\n if (this.params.type === 1) {\n this._updateBonePosition()\n }\n\n this.bone.updateMatrixWorld(true)\n\n if (this.params.type === 2) {\n this._setPositionFromBone()\n }\n\n return this\n }\n\n // private methods\n\n _init() {\n function generateShape(p) {\n switch (p.shapeType) {\n case 0:\n return new Ammo.btSphereShape(p.width)\n\n case 1:\n return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth))\n\n case 2:\n return new Ammo.btCapsuleShape(p.width, p.height)\n\n default:\n throw new Error('unknown shape type ' + p.shapeType)\n }\n }\n\n const manager = this.manager\n const params = this.params\n const bones = this.mesh.skeleton.bones\n const bone = params.boneIndex === -1 ? new Bone() : bones[params.boneIndex]\n\n const shape = generateShape(params)\n const weight = params.type === 0 ? 0 : params.weight\n const localInertia = manager.allocVector3()\n localInertia.setValue(0, 0, 0)\n\n if (weight !== 0) {\n shape.calculateLocalInertia(weight, localInertia)\n }\n\n const boneOffsetForm = manager.allocTransform()\n manager.setIdentity(boneOffsetForm)\n manager.setOriginFromArray3(boneOffsetForm, params.position)\n manager.setBasisFromArray3(boneOffsetForm, params.rotation)\n\n const vector = manager.allocThreeVector3()\n const boneForm = manager.allocTransform()\n manager.setIdentity(boneForm)\n manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector))\n\n const form = manager.multiplyTransforms(boneForm, boneOffsetForm)\n const state = new Ammo.btDefaultMotionState(form)\n\n const info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia)\n info.set_m_friction(params.friction)\n info.set_m_restitution(params.restitution)\n\n const body = new Ammo.btRigidBody(info)\n\n if (params.type === 0) {\n body.setCollisionFlags(body.getCollisionFlags() | 2)\n\n /*\n * It'd be better to comment out this line though in general I should call this method\n * because I'm not sure why but physics will be more like MMD's\n * if I comment out.\n */\n body.setActivationState(4)\n }\n\n body.setDamping(params.positionDamping, params.rotationDamping)\n body.setSleepingThresholds(0, 0)\n\n this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget)\n\n this.body = body\n this.bone = bone\n this.boneOffsetForm = boneOffsetForm\n this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm)\n\n manager.freeVector3(localInertia)\n manager.freeTransform(form)\n manager.freeTransform(boneForm)\n manager.freeThreeVector3(vector)\n }\n\n _getBoneTransform() {\n const manager = this.manager\n const p = manager.allocThreeVector3()\n const q = manager.allocThreeQuaternion()\n const s = manager.allocThreeVector3()\n\n this.bone.matrixWorld.decompose(p, q, s)\n\n const tr = manager.allocTransform()\n manager.setOriginFromThreeVector3(tr, p)\n manager.setBasisFromThreeQuaternion(tr, q)\n\n const form = manager.multiplyTransforms(tr, this.boneOffsetForm)\n\n manager.freeTransform(tr)\n manager.freeThreeVector3(s)\n manager.freeThreeQuaternion(q)\n manager.freeThreeVector3(p)\n\n return form\n }\n\n _getWorldTransformForBone() {\n const manager = this.manager\n const tr = this.body.getCenterOfMassTransform()\n return manager.multiplyTransforms(tr, this.boneOffsetFormInverse)\n }\n\n _setTransformFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( form );\n this.body.setCenterOfMassTransform(form)\n this.body.getMotionState().setWorldTransform(form)\n\n manager.freeTransform(form)\n }\n\n _setPositionFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n const tr = manager.allocTransform()\n this.body.getMotionState().getWorldTransform(tr)\n manager.copyOrigin(tr, form)\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( tr );\n this.body.setCenterOfMassTransform(tr)\n this.body.getMotionState().setWorldTransform(tr)\n\n manager.freeTransform(tr)\n manager.freeTransform(form)\n }\n\n _updateBoneRotation() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n const q = manager.getBasis(tr)\n\n const thQ = manager.allocThreeQuaternion()\n const thQ2 = manager.allocThreeQuaternion()\n const thQ3 = manager.allocThreeQuaternion()\n\n thQ.set(q.x(), q.y(), q.z(), q.w())\n thQ2.setFromRotationMatrix(this.bone.matrixWorld)\n thQ2.conjugate()\n thQ2.multiply(thQ)\n\n //this.bone.quaternion.multiply( thQ2 );\n\n thQ3.setFromRotationMatrix(this.bone.matrix)\n\n // Renormalizing quaternion here because repeatedly transforming\n // quaternion continuously accumulates floating point error and\n // can end up being overflow. See #15335\n this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize())\n\n manager.freeThreeQuaternion(thQ)\n manager.freeThreeQuaternion(thQ2)\n manager.freeThreeQuaternion(thQ3)\n\n manager.freeQuaternion(q)\n manager.freeTransform(tr)\n }\n\n _updateBonePosition() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n\n const thV = manager.allocThreeVector3()\n\n const o = manager.getOrigin(tr)\n thV.set(o.x(), o.y(), o.z())\n\n if (this.bone.parent) {\n this.bone.parent.worldToLocal(thV)\n }\n\n this.bone.position.copy(thV)\n\n manager.freeThreeVector3(thV)\n\n manager.freeTransform(tr)\n }\n}\n\n//\n\nclass Constraint {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {RigidBody} bodyA\n * @param {RigidBody} bodyB\n * @param {Object} params\n * @param {ResourceManager} manager\n */\n constructor(mesh, world, bodyA, bodyB, params, manager) {\n this.mesh = mesh\n this.world = world\n this.bodyA = bodyA\n this.bodyB = bodyB\n this.params = params\n this.manager = manager\n\n this.constraint = null\n\n this._init()\n }\n\n // private method\n\n _init() {\n const manager = this.manager\n const params = this.params\n const bodyA = this.bodyA\n const bodyB = this.bodyB\n\n const form = manager.allocTransform()\n manager.setIdentity(form)\n manager.setOriginFromArray3(form, params.position)\n manager.setBasisFromArray3(form, params.rotation)\n\n const formA = manager.allocTransform()\n const formB = manager.allocTransform()\n\n bodyA.body.getMotionState().getWorldTransform(formA)\n bodyB.body.getMotionState().getWorldTransform(formB)\n\n const formInverseA = manager.inverseTransform(formA)\n const formInverseB = manager.inverseTransform(formB)\n\n const formA2 = manager.multiplyTransforms(formInverseA, form)\n const formB2 = manager.multiplyTransforms(formInverseB, form)\n\n const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true)\n\n const lll = manager.allocVector3()\n const lul = manager.allocVector3()\n const all = manager.allocVector3()\n const aul = manager.allocVector3()\n\n lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2])\n lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2])\n all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2])\n aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2])\n\n constraint.setLinearLowerLimit(lll)\n constraint.setLinearUpperLimit(lul)\n constraint.setAngularLowerLimit(all)\n constraint.setAngularUpperLimit(aul)\n\n for (let i = 0; i < 3; i++) {\n if (params.springPosition[i] !== 0) {\n constraint.enableSpring(i, true)\n constraint.setStiffness(i, params.springPosition[i])\n }\n }\n\n for (let i = 0; i < 3; i++) {\n if (params.springRotation[i] !== 0) {\n constraint.enableSpring(i + 3, true)\n constraint.setStiffness(i + 3, params.springRotation[i])\n }\n }\n\n /*\n * Currently(10/31/2016) official ammo.js doesn't support\n * btGeneric6DofSpringConstraint.setParam method.\n * You need custom ammo.js (add the method into idl) if you wanna use.\n * By setting this parameter, physics will be more like MMD's\n */\n if (constraint.setParam !== undefined) {\n for (let i = 0; i < 6; i++) {\n constraint.setParam(2, 0.475, i)\n }\n }\n\n this.world.addConstraint(constraint, true)\n this.constraint = constraint\n\n manager.freeTransform(form)\n manager.freeTransform(formA)\n manager.freeTransform(formB)\n manager.freeTransform(formInverseA)\n manager.freeTransform(formInverseB)\n manager.freeTransform(formA2)\n manager.freeTransform(formB2)\n manager.freeVector3(lll)\n manager.freeVector3(lul)\n manager.freeVector3(all)\n manager.freeVector3(aul)\n }\n}\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\nconst _matrixWorldInv = new Matrix4()\n\nclass MMDPhysicsHelper extends Object3D {\n /**\n * Visualize Rigid bodies\n *\n * @param {THREE.SkinnedMesh} mesh\n * @param {Physics} physics\n */\n constructor(mesh, physics) {\n super()\n\n this.root = mesh\n this.physics = physics\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.materials = []\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0xff8888),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x88ff88),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x8888ff),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this._init()\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n const materials = this.materials\n const children = this.children\n\n for (let i = 0; i < materials.length; i++) {\n materials[i].dispose()\n }\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isMesh) child.geometry.dispose()\n }\n }\n\n /**\n * Updates Rigid Bodies visualization.\n */\n updateMatrixWorld(force) {\n var mesh = this.root\n\n if (this.visible) {\n var bodies = this.physics.bodies\n\n _matrixWorldInv\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n .invert()\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var body = bodies[i].body\n var child = this.children[i]\n\n var tr = body.getCenterOfMassTransform()\n var origin = tr.getOrigin()\n var rotation = tr.getRotation()\n\n child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(_matrixWorldInv)\n\n child.quaternion\n .setFromRotationMatrix(_matrixWorldInv)\n .multiply(_quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()))\n }\n }\n\n this.matrix\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n\n super.updateMatrixWorld(force)\n }\n\n // private method\n\n _init() {\n var bodies = this.physics.bodies\n\n function createGeometry(param) {\n switch (param.shapeType) {\n case 0:\n return new SphereGeometry(param.width, 16, 8)\n\n case 1:\n return new BoxGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8)\n\n case 2:\n return new CapsuleGeometry(param.width, param.height, 8, 16)\n\n default:\n return null\n }\n }\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var param = bodies[i].params\n this.add(new Mesh(createGeometry(param), this.materials[param.type]))\n }\n }\n}\n\nexport { MMDPhysics 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+ {"version":3,"file":"MMDPhysics.cjs","sources":["../../src/animation/MMDPhysics.js"],"sourcesContent":["import {\n Bone,\n BoxGeometry,\n Color,\n Euler,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\nimport { CapsuleGeometry } from '../_polyfill/CapsuleGeometry'\n\n/**\n * Dependencies\n * - Ammo.js https://github.com/kripken/ammo.js\n *\n * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)\n * for MMD model loaded by MMDLoader.\n *\n * TODO\n * - Physics in Worker\n */\n\n/* global Ammo */\n\nclass MMDPhysics {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} rigidBodyParams\n * @param {Array<Object>} (optional) constraintParams\n * @param {Object} params - (optional)\n * @param {Number} params.unitStep - Default is 1 / 65.\n * @param {Integer} params.maxStepNum - Default is 3.\n * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )\n */\n constructor(mesh, rigidBodyParams, constraintParams = [], params = {}) {\n if (typeof Ammo === 'undefined') {\n throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js')\n }\n\n this.manager = new ResourceManager()\n\n this.mesh = mesh\n\n /*\n * I don't know why but 1/60 unitStep easily breaks models\n * so I set it 1/65 so far.\n * Don't set too small unitStep because\n * the smaller unitStep can make the performance worse.\n */\n this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65\n this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3\n this.gravity = new Vector3(0, -9.8 * 10, 0)\n\n if (params.gravity !== undefined) this.gravity.copy(params.gravity)\n\n this.world = params.world !== undefined ? params.world : null // experimental\n\n this.bodies = []\n this.constraints = []\n\n this._init(mesh, rigidBodyParams, constraintParams)\n }\n\n /**\n * Advances Physics calculation and updates bones.\n *\n * @param {Number} delta - time in second\n * @return {MMDPhysics}\n */\n update(delta) {\n const manager = this.manager\n const mesh = this.mesh\n\n // rigid bodies and constrains are for\n // mesh's world scale (1, 1, 1).\n // Convert to (1, 1, 1) if it isn't.\n\n let isNonDefaultScale = false\n\n const position = manager.allocThreeVector3()\n const quaternion = manager.allocThreeQuaternion()\n const scale = manager.allocThreeVector3()\n\n mesh.matrixWorld.decompose(position, quaternion, scale)\n\n if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {\n isNonDefaultScale = true\n }\n\n let parent\n\n if (isNonDefaultScale) {\n parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n scale.copy(this.mesh.scale)\n\n mesh.scale.set(1, 1, 1)\n mesh.updateMatrixWorld(true)\n }\n\n // calculate physics and update bones\n\n this._updateRigidBodies()\n this._stepSimulation(delta)\n this._updateBones()\n\n // restore mesh if converted above\n\n if (isNonDefaultScale) {\n if (parent !== null) mesh.parent = parent\n\n mesh.scale.copy(scale)\n }\n\n manager.freeThreeVector3(scale)\n manager.freeThreeQuaternion(quaternion)\n manager.freeThreeVector3(position)\n\n return this\n }\n\n /**\n * Resets rigid bodies transorm to current bone's.\n *\n * @return {MMDPhysics}\n */\n reset() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].reset()\n }\n\n return this\n }\n\n /**\n * Warm ups Rigid bodies. Calculates cycles steps.\n *\n * @param {Integer} cycles\n * @return {MMDPhysics}\n */\n warmup(cycles) {\n for (let i = 0; i < cycles; i++) {\n this.update(1 / 60)\n }\n\n return this\n }\n\n /**\n * Sets gravity.\n *\n * @param {Vector3} gravity\n * @return {MMDPhysicsHelper}\n */\n setGravity(gravity) {\n this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z))\n this.gravity.copy(gravity)\n\n return this\n }\n\n /**\n * Creates MMDPhysicsHelper\n *\n * @return {MMDPhysicsHelper}\n */\n createHelper() {\n return new MMDPhysicsHelper(this.mesh, this)\n }\n\n // private methods\n\n _init(mesh, rigidBodyParams, constraintParams) {\n const manager = this.manager\n\n // rigid body/constraint parameters are for\n // mesh's default world transform as position(0, 0, 0),\n // quaternion(0, 0, 0, 1) and scale(0, 0, 0)\n\n const parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n const currentPosition = manager.allocThreeVector3()\n const currentQuaternion = manager.allocThreeQuaternion()\n const currentScale = manager.allocThreeVector3()\n\n currentPosition.copy(mesh.position)\n currentQuaternion.copy(mesh.quaternion)\n currentScale.copy(mesh.scale)\n\n mesh.position.set(0, 0, 0)\n mesh.quaternion.set(0, 0, 0, 1)\n mesh.scale.set(1, 1, 1)\n\n mesh.updateMatrixWorld(true)\n\n if (this.world === null) {\n this.world = this._createWorld()\n this.setGravity(this.gravity)\n }\n\n this._initRigidBodies(rigidBodyParams)\n this._initConstraints(constraintParams)\n\n if (parent !== null) mesh.parent = parent\n\n mesh.position.copy(currentPosition)\n mesh.quaternion.copy(currentQuaternion)\n mesh.scale.copy(currentScale)\n\n mesh.updateMatrixWorld(true)\n\n this.reset()\n\n manager.freeThreeVector3(currentPosition)\n manager.freeThreeQuaternion(currentQuaternion)\n manager.freeThreeVector3(currentScale)\n }\n\n _createWorld() {\n const config = new Ammo.btDefaultCollisionConfiguration()\n const dispatcher = new Ammo.btCollisionDispatcher(config)\n const cache = new Ammo.btDbvtBroadphase()\n const solver = new Ammo.btSequentialImpulseConstraintSolver()\n const world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config)\n return world\n }\n\n _initRigidBodies(rigidBodies) {\n for (let i = 0, il = rigidBodies.length; i < il; i++) {\n this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager))\n }\n }\n\n _initConstraints(constraints) {\n for (let i = 0, il = constraints.length; i < il; i++) {\n const params = constraints[i]\n const bodyA = this.bodies[params.rigidBodyIndex1]\n const bodyB = this.bodies[params.rigidBodyIndex2]\n this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager))\n }\n }\n\n _stepSimulation(delta) {\n const unitStep = this.unitStep\n let stepTime = delta\n let maxStepNum = ((delta / unitStep) | 0) + 1\n\n if (stepTime < unitStep) {\n stepTime = unitStep\n maxStepNum = 1\n }\n\n if (maxStepNum > this.maxStepNum) {\n maxStepNum = this.maxStepNum\n }\n\n this.world.stepSimulation(stepTime, maxStepNum, unitStep)\n }\n\n _updateRigidBodies() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateFromBone()\n }\n }\n\n _updateBones() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateBone()\n }\n }\n}\n\n/**\n * This manager's responsibilies are\n *\n * 1. manage Ammo.js and Three.js object resources and\n * improve the performance and the memory consumption by\n * reusing objects.\n *\n * 2. provide simple Ammo object operations.\n */\nclass ResourceManager {\n constructor() {\n // for Three.js\n this.threeVector3s = []\n this.threeMatrix4s = []\n this.threeQuaternions = []\n this.threeEulers = []\n\n // for Ammo.js\n this.transforms = []\n this.quaternions = []\n this.vector3s = []\n }\n\n allocThreeVector3() {\n return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new Vector3()\n }\n\n freeThreeVector3(v) {\n this.threeVector3s.push(v)\n }\n\n allocThreeMatrix4() {\n return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new Matrix4()\n }\n\n freeThreeMatrix4(m) {\n this.threeMatrix4s.push(m)\n }\n\n allocThreeQuaternion() {\n return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new Quaternion()\n }\n\n freeThreeQuaternion(q) {\n this.threeQuaternions.push(q)\n }\n\n allocThreeEuler() {\n return this.threeEulers.length > 0 ? this.threeEulers.pop() : new Euler()\n }\n\n freeThreeEuler(e) {\n this.threeEulers.push(e)\n }\n\n allocTransform() {\n return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform()\n }\n\n freeTransform(t) {\n this.transforms.push(t)\n }\n\n allocQuaternion() {\n return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion()\n }\n\n freeQuaternion(q) {\n this.quaternions.push(q)\n }\n\n allocVector3() {\n return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3()\n }\n\n freeVector3(v) {\n this.vector3s.push(v)\n }\n\n setIdentity(t) {\n t.setIdentity()\n }\n\n getBasis(t) {\n var q = this.allocQuaternion()\n t.getBasis().getRotation(q)\n return q\n }\n\n getBasisAsMatrix3(t) {\n var q = this.getBasis(t)\n var m = this.quaternionToMatrix3(q)\n this.freeQuaternion(q)\n return m\n }\n\n getOrigin(t) {\n return t.getOrigin()\n }\n\n setOrigin(t, v) {\n t.getOrigin().setValue(v.x(), v.y(), v.z())\n }\n\n copyOrigin(t1, t2) {\n var o = t2.getOrigin()\n this.setOrigin(t1, o)\n }\n\n setBasis(t, q) {\n t.setRotation(q)\n }\n\n setBasisFromMatrix3(t, m) {\n var q = this.matrix3ToQuaternion(m)\n this.setBasis(t, q)\n this.freeQuaternion(q)\n }\n\n setOriginFromArray3(t, a) {\n t.getOrigin().setValue(a[0], a[1], a[2])\n }\n\n setOriginFromThreeVector3(t, v) {\n t.getOrigin().setValue(v.x, v.y, v.z)\n }\n\n setBasisFromArray3(t, a) {\n var thQ = this.allocThreeQuaternion()\n var thE = this.allocThreeEuler()\n thE.set(a[0], a[1], a[2])\n this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE))\n\n this.freeThreeEuler(thE)\n this.freeThreeQuaternion(thQ)\n }\n\n setBasisFromThreeQuaternion(t, a) {\n var q = this.allocQuaternion()\n\n q.setX(a.x)\n q.setY(a.y)\n q.setZ(a.z)\n q.setW(a.w)\n this.setBasis(t, q)\n\n this.freeQuaternion(q)\n }\n\n multiplyTransforms(t1, t2) {\n var t = this.allocTransform()\n this.setIdentity(t)\n\n var m1 = this.getBasisAsMatrix3(t1)\n var m2 = this.getBasisAsMatrix3(t2)\n\n var o1 = this.getOrigin(t1)\n var o2 = this.getOrigin(t2)\n\n var v1 = this.multiplyMatrix3ByVector3(m1, o2)\n var v2 = this.addVector3(v1, o1)\n this.setOrigin(t, v2)\n\n var m3 = this.multiplyMatrices3(m1, m2)\n this.setBasisFromMatrix3(t, m3)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t\n }\n\n inverseTransform(t) {\n var t2 = this.allocTransform()\n\n var m1 = this.getBasisAsMatrix3(t)\n var o = this.getOrigin(t)\n\n var m2 = this.transposeMatrix3(m1)\n var v1 = this.negativeVector3(o)\n var v2 = this.multiplyMatrix3ByVector3(m2, v1)\n\n this.setOrigin(t2, v2)\n this.setBasisFromMatrix3(t2, m2)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t2\n }\n\n multiplyMatrices3(m1, m2) {\n var m3 = []\n\n var v10 = this.rowOfMatrix3(m1, 0)\n var v11 = this.rowOfMatrix3(m1, 1)\n var v12 = this.rowOfMatrix3(m1, 2)\n\n var v20 = this.columnOfMatrix3(m2, 0)\n var v21 = this.columnOfMatrix3(m2, 1)\n var v22 = this.columnOfMatrix3(m2, 2)\n\n m3[0] = this.dotVectors3(v10, v20)\n m3[1] = this.dotVectors3(v10, v21)\n m3[2] = this.dotVectors3(v10, v22)\n m3[3] = this.dotVectors3(v11, v20)\n m3[4] = this.dotVectors3(v11, v21)\n m3[5] = this.dotVectors3(v11, v22)\n m3[6] = this.dotVectors3(v12, v20)\n m3[7] = this.dotVectors3(v12, v21)\n m3[8] = this.dotVectors3(v12, v22)\n\n this.freeVector3(v10)\n this.freeVector3(v11)\n this.freeVector3(v12)\n this.freeVector3(v20)\n this.freeVector3(v21)\n this.freeVector3(v22)\n\n return m3\n }\n\n addVector3(v1, v2) {\n var v = this.allocVector3()\n v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z())\n return v\n }\n\n dotVectors3(v1, v2) {\n return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z()\n }\n\n rowOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2])\n return v\n }\n\n columnOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i + 0], m[i + 3], m[i + 6])\n return v\n }\n\n negativeVector3(v) {\n var v2 = this.allocVector3()\n v2.setValue(-v.x(), -v.y(), -v.z())\n return v2\n }\n\n multiplyMatrix3ByVector3(m, v) {\n var v4 = this.allocVector3()\n\n var v0 = this.rowOfMatrix3(m, 0)\n var v1 = this.rowOfMatrix3(m, 1)\n var v2 = this.rowOfMatrix3(m, 2)\n var x = this.dotVectors3(v0, v)\n var y = this.dotVectors3(v1, v)\n var z = this.dotVectors3(v2, v)\n\n v4.setValue(x, y, z)\n\n this.freeVector3(v0)\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return v4\n }\n\n transposeMatrix3(m) {\n var m2 = []\n m2[0] = m[0]\n m2[1] = m[3]\n m2[2] = m[6]\n m2[3] = m[1]\n m2[4] = m[4]\n m2[5] = m[7]\n m2[6] = m[2]\n m2[7] = m[5]\n m2[8] = m[8]\n return m2\n }\n\n quaternionToMatrix3(q) {\n var m = []\n\n var x = q.x()\n var y = q.y()\n var z = q.z()\n var w = q.w()\n\n var xx = x * x\n var yy = y * y\n var zz = z * z\n\n var xy = x * y\n var yz = y * z\n var zx = z * x\n\n var xw = x * w\n var yw = y * w\n var zw = z * w\n\n m[0] = 1 - 2 * (yy + zz)\n m[1] = 2 * (xy - zw)\n m[2] = 2 * (zx + yw)\n m[3] = 2 * (xy + zw)\n m[4] = 1 - 2 * (zz + xx)\n m[5] = 2 * (yz - xw)\n m[6] = 2 * (zx - yw)\n m[7] = 2 * (yz + xw)\n m[8] = 1 - 2 * (xx + yy)\n\n return m\n }\n\n matrix3ToQuaternion(m) {\n var t = m[0] + m[4] + m[8]\n var s, x, y, z, w\n\n if (t > 0) {\n s = Math.sqrt(t + 1.0) * 2\n w = 0.25 * s\n x = (m[7] - m[5]) / s\n y = (m[2] - m[6]) / s\n z = (m[3] - m[1]) / s\n } else if (m[0] > m[4] && m[0] > m[8]) {\n s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2\n w = (m[7] - m[5]) / s\n x = 0.25 * s\n y = (m[1] + m[3]) / s\n z = (m[2] + m[6]) / s\n } else if (m[4] > m[8]) {\n s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2\n w = (m[2] - m[6]) / s\n x = (m[1] + m[3]) / s\n y = 0.25 * s\n z = (m[5] + m[7]) / s\n } else {\n s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2\n w = (m[3] - m[1]) / s\n x = (m[2] + m[6]) / s\n y = (m[5] + m[7]) / s\n z = 0.25 * s\n }\n\n var q = this.allocQuaternion()\n q.setX(x)\n q.setY(y)\n q.setZ(z)\n q.setW(w)\n return q\n }\n}\n\n/**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {Object} params\n * @param {ResourceManager} manager\n */\nclass RigidBody {\n constructor(mesh, world, params, manager) {\n this.mesh = mesh\n this.world = world\n this.params = params\n this.manager = manager\n\n this.body = null\n this.bone = null\n this.boneOffsetForm = null\n this.boneOffsetFormInverse = null\n\n this._init()\n }\n\n /**\n * Resets rigid body transform to the current bone's.\n *\n * @return {RigidBody}\n */\n reset() {\n this._setTransformFromBone()\n return this\n }\n\n /**\n * Updates rigid body's transform from the current bone.\n *\n * @return {RidigBody}\n */\n updateFromBone() {\n if (this.params.boneIndex !== -1 && this.params.type === 0) {\n this._setTransformFromBone()\n }\n\n return this\n }\n\n /**\n * Updates bone from the current ridid body's transform.\n *\n * @return {RidigBody}\n */\n updateBone() {\n if (this.params.type === 0 || this.params.boneIndex === -1) {\n return this\n }\n\n this._updateBoneRotation()\n\n if (this.params.type === 1) {\n this._updateBonePosition()\n }\n\n this.bone.updateMatrixWorld(true)\n\n if (this.params.type === 2) {\n this._setPositionFromBone()\n }\n\n return this\n }\n\n // private methods\n\n _init() {\n function generateShape(p) {\n switch (p.shapeType) {\n case 0:\n return new Ammo.btSphereShape(p.width)\n\n case 1:\n return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth))\n\n case 2:\n return new Ammo.btCapsuleShape(p.width, p.height)\n\n default:\n throw new Error('unknown shape type ' + p.shapeType)\n }\n }\n\n const manager = this.manager\n const params = this.params\n const bones = this.mesh.skeleton.bones\n const bone = params.boneIndex === -1 ? new Bone() : bones[params.boneIndex]\n\n const shape = generateShape(params)\n const weight = params.type === 0 ? 0 : params.weight\n const localInertia = manager.allocVector3()\n localInertia.setValue(0, 0, 0)\n\n if (weight !== 0) {\n shape.calculateLocalInertia(weight, localInertia)\n }\n\n const boneOffsetForm = manager.allocTransform()\n manager.setIdentity(boneOffsetForm)\n manager.setOriginFromArray3(boneOffsetForm, params.position)\n manager.setBasisFromArray3(boneOffsetForm, params.rotation)\n\n const vector = manager.allocThreeVector3()\n const boneForm = manager.allocTransform()\n manager.setIdentity(boneForm)\n manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector))\n\n const form = manager.multiplyTransforms(boneForm, boneOffsetForm)\n const state = new Ammo.btDefaultMotionState(form)\n\n const info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia)\n info.set_m_friction(params.friction)\n info.set_m_restitution(params.restitution)\n\n const body = new Ammo.btRigidBody(info)\n\n if (params.type === 0) {\n body.setCollisionFlags(body.getCollisionFlags() | 2)\n\n /*\n * It'd be better to comment out this line though in general I should call this method\n * because I'm not sure why but physics will be more like MMD's\n * if I comment out.\n */\n body.setActivationState(4)\n }\n\n body.setDamping(params.positionDamping, params.rotationDamping)\n body.setSleepingThresholds(0, 0)\n\n this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget)\n\n this.body = body\n this.bone = bone\n this.boneOffsetForm = boneOffsetForm\n this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm)\n\n manager.freeVector3(localInertia)\n manager.freeTransform(form)\n manager.freeTransform(boneForm)\n manager.freeThreeVector3(vector)\n }\n\n _getBoneTransform() {\n const manager = this.manager\n const p = manager.allocThreeVector3()\n const q = manager.allocThreeQuaternion()\n const s = manager.allocThreeVector3()\n\n this.bone.matrixWorld.decompose(p, q, s)\n\n const tr = manager.allocTransform()\n manager.setOriginFromThreeVector3(tr, p)\n manager.setBasisFromThreeQuaternion(tr, q)\n\n const form = manager.multiplyTransforms(tr, this.boneOffsetForm)\n\n manager.freeTransform(tr)\n manager.freeThreeVector3(s)\n manager.freeThreeQuaternion(q)\n manager.freeThreeVector3(p)\n\n return form\n }\n\n _getWorldTransformForBone() {\n const manager = this.manager\n const tr = this.body.getCenterOfMassTransform()\n return manager.multiplyTransforms(tr, this.boneOffsetFormInverse)\n }\n\n _setTransformFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( form );\n this.body.setCenterOfMassTransform(form)\n this.body.getMotionState().setWorldTransform(form)\n\n manager.freeTransform(form)\n }\n\n _setPositionFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n const tr = manager.allocTransform()\n this.body.getMotionState().getWorldTransform(tr)\n manager.copyOrigin(tr, form)\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( tr );\n this.body.setCenterOfMassTransform(tr)\n this.body.getMotionState().setWorldTransform(tr)\n\n manager.freeTransform(tr)\n manager.freeTransform(form)\n }\n\n _updateBoneRotation() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n const q = manager.getBasis(tr)\n\n const thQ = manager.allocThreeQuaternion()\n const thQ2 = manager.allocThreeQuaternion()\n const thQ3 = manager.allocThreeQuaternion()\n\n thQ.set(q.x(), q.y(), q.z(), q.w())\n thQ2.setFromRotationMatrix(this.bone.matrixWorld)\n thQ2.conjugate()\n thQ2.multiply(thQ)\n\n //this.bone.quaternion.multiply( thQ2 );\n\n thQ3.setFromRotationMatrix(this.bone.matrix)\n\n // Renormalizing quaternion here because repeatedly transforming\n // quaternion continuously accumulates floating point error and\n // can end up being overflow. See #15335\n this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize())\n\n manager.freeThreeQuaternion(thQ)\n manager.freeThreeQuaternion(thQ2)\n manager.freeThreeQuaternion(thQ3)\n\n manager.freeQuaternion(q)\n manager.freeTransform(tr)\n }\n\n _updateBonePosition() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n\n const thV = manager.allocThreeVector3()\n\n const o = manager.getOrigin(tr)\n thV.set(o.x(), o.y(), o.z())\n\n if (this.bone.parent) {\n this.bone.parent.worldToLocal(thV)\n }\n\n this.bone.position.copy(thV)\n\n manager.freeThreeVector3(thV)\n\n manager.freeTransform(tr)\n }\n}\n\n//\n\nclass Constraint {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {RigidBody} bodyA\n * @param {RigidBody} bodyB\n * @param {Object} params\n * @param {ResourceManager} manager\n */\n constructor(mesh, world, bodyA, bodyB, params, manager) {\n this.mesh = mesh\n this.world = world\n this.bodyA = bodyA\n this.bodyB = bodyB\n this.params = params\n this.manager = manager\n\n this.constraint = null\n\n this._init()\n }\n\n // private method\n\n _init() {\n const manager = this.manager\n const params = this.params\n const bodyA = this.bodyA\n const bodyB = this.bodyB\n\n const form = manager.allocTransform()\n manager.setIdentity(form)\n manager.setOriginFromArray3(form, params.position)\n manager.setBasisFromArray3(form, params.rotation)\n\n const formA = manager.allocTransform()\n const formB = manager.allocTransform()\n\n bodyA.body.getMotionState().getWorldTransform(formA)\n bodyB.body.getMotionState().getWorldTransform(formB)\n\n const formInverseA = manager.inverseTransform(formA)\n const formInverseB = manager.inverseTransform(formB)\n\n const formA2 = manager.multiplyTransforms(formInverseA, form)\n const formB2 = manager.multiplyTransforms(formInverseB, form)\n\n const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true)\n\n const lll = manager.allocVector3()\n const lul = manager.allocVector3()\n const all = manager.allocVector3()\n const aul = manager.allocVector3()\n\n lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2])\n lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2])\n all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2])\n aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2])\n\n constraint.setLinearLowerLimit(lll)\n constraint.setLinearUpperLimit(lul)\n constraint.setAngularLowerLimit(all)\n constraint.setAngularUpperLimit(aul)\n\n for (let i = 0; i < 3; i++) {\n if (params.springPosition[i] !== 0) {\n constraint.enableSpring(i, true)\n constraint.setStiffness(i, params.springPosition[i])\n }\n }\n\n for (let i = 0; i < 3; i++) {\n if (params.springRotation[i] !== 0) {\n constraint.enableSpring(i + 3, true)\n constraint.setStiffness(i + 3, params.springRotation[i])\n }\n }\n\n /*\n * Currently(10/31/2016) official ammo.js doesn't support\n * btGeneric6DofSpringConstraint.setParam method.\n * You need custom ammo.js (add the method into idl) if you wanna use.\n * By setting this parameter, physics will be more like MMD's\n */\n if (constraint.setParam !== undefined) {\n for (let i = 0; i < 6; i++) {\n constraint.setParam(2, 0.475, i)\n }\n }\n\n this.world.addConstraint(constraint, true)\n this.constraint = constraint\n\n manager.freeTransform(form)\n manager.freeTransform(formA)\n manager.freeTransform(formB)\n manager.freeTransform(formInverseA)\n manager.freeTransform(formInverseB)\n manager.freeTransform(formA2)\n manager.freeTransform(formB2)\n manager.freeVector3(lll)\n manager.freeVector3(lul)\n manager.freeVector3(all)\n manager.freeVector3(aul)\n }\n}\n\nconst _position = /* @__PURE__ */ new Vector3()\nconst _quaternion = /* @__PURE__ */ new Quaternion()\nconst _scale = /* @__PURE__ */ new Vector3()\nconst _matrixWorldInv = /* @__PURE__ */ new Matrix4()\n\nclass MMDPhysicsHelper extends Object3D {\n /**\n * Visualize Rigid bodies\n *\n * @param {THREE.SkinnedMesh} mesh\n * @param {Physics} physics\n */\n constructor(mesh, physics) {\n super()\n\n this.root = mesh\n this.physics = physics\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.materials = []\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0xff8888),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x88ff88),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x8888ff),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this._init()\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n const materials = this.materials\n const children = this.children\n\n for (let i = 0; i < materials.length; i++) {\n materials[i].dispose()\n }\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isMesh) child.geometry.dispose()\n }\n }\n\n /**\n * Updates Rigid Bodies visualization.\n */\n updateMatrixWorld(force) {\n var mesh = this.root\n\n if (this.visible) {\n var bodies = this.physics.bodies\n\n _matrixWorldInv\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n .invert()\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var body = bodies[i].body\n var child = this.children[i]\n\n var tr = body.getCenterOfMassTransform()\n var origin = tr.getOrigin()\n var rotation = tr.getRotation()\n\n child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(_matrixWorldInv)\n\n child.quaternion\n .setFromRotationMatrix(_matrixWorldInv)\n .multiply(_quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()))\n }\n }\n\n this.matrix\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n\n super.updateMatrixWorld(force)\n }\n\n // private method\n\n _init() {\n var bodies = this.physics.bodies\n\n function createGeometry(param) {\n switch (param.shapeType) {\n case 0:\n return new SphereGeometry(param.width, 16, 8)\n\n case 1:\n return new BoxGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8)\n\n case 2:\n return new CapsuleGeometry(param.width, param.height, 8, 16)\n\n default:\n return null\n }\n }\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var param = bodies[i].params\n this.add(new Mesh(createGeometry(param), this.materials[param.type]))\n }\n }\n}\n\nexport { MMDPhysics 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@@ -718,10 +718,10 @@ class Constraint {
718
718
  manager.freeVector3(aul);
719
719
  }
720
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  }
721
- const _position = new Vector3();
722
- const _quaternion = new Quaternion();
723
- const _scale = new Vector3();
724
- const _matrixWorldInv = new Matrix4();
721
+ const _position = /* @__PURE__ */ new Vector3();
722
+ const _quaternion = /* @__PURE__ */ new Quaternion();
723
+ const _scale = /* @__PURE__ */ new Vector3();
724
+ const _matrixWorldInv = /* @__PURE__ */ new Matrix4();
725
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  class MMDPhysicsHelper extends Object3D {
726
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  /**
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  * Visualize Rigid bodies
@@ -1 +1 @@
1
- {"version":3,"file":"MMDPhysics.js","sources":["../../src/animation/MMDPhysics.js"],"sourcesContent":["import {\n Bone,\n BoxGeometry,\n Color,\n Euler,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\nimport { CapsuleGeometry } from '../_polyfill/CapsuleGeometry'\n\n/**\n * Dependencies\n * - Ammo.js https://github.com/kripken/ammo.js\n *\n * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)\n * for MMD model loaded by MMDLoader.\n *\n * TODO\n * - Physics in Worker\n */\n\n/* global Ammo */\n\nclass MMDPhysics {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} rigidBodyParams\n * @param {Array<Object>} (optional) constraintParams\n * @param {Object} params - (optional)\n * @param {Number} params.unitStep - Default is 1 / 65.\n * @param {Integer} params.maxStepNum - Default is 3.\n * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )\n */\n constructor(mesh, rigidBodyParams, constraintParams = [], params = {}) {\n if (typeof Ammo === 'undefined') {\n throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js')\n }\n\n this.manager = new ResourceManager()\n\n this.mesh = mesh\n\n /*\n * I don't know why but 1/60 unitStep easily breaks models\n * so I set it 1/65 so far.\n * Don't set too small unitStep because\n * the smaller unitStep can make the performance worse.\n */\n this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65\n this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3\n this.gravity = new Vector3(0, -9.8 * 10, 0)\n\n if (params.gravity !== undefined) this.gravity.copy(params.gravity)\n\n this.world = params.world !== undefined ? params.world : null // experimental\n\n this.bodies = []\n this.constraints = []\n\n this._init(mesh, rigidBodyParams, constraintParams)\n }\n\n /**\n * Advances Physics calculation and updates bones.\n *\n * @param {Number} delta - time in second\n * @return {MMDPhysics}\n */\n update(delta) {\n const manager = this.manager\n const mesh = this.mesh\n\n // rigid bodies and constrains are for\n // mesh's world scale (1, 1, 1).\n // Convert to (1, 1, 1) if it isn't.\n\n let isNonDefaultScale = false\n\n const position = manager.allocThreeVector3()\n const quaternion = manager.allocThreeQuaternion()\n const scale = manager.allocThreeVector3()\n\n mesh.matrixWorld.decompose(position, quaternion, scale)\n\n if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {\n isNonDefaultScale = true\n }\n\n let parent\n\n if (isNonDefaultScale) {\n parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n scale.copy(this.mesh.scale)\n\n mesh.scale.set(1, 1, 1)\n mesh.updateMatrixWorld(true)\n }\n\n // calculate physics and update bones\n\n this._updateRigidBodies()\n this._stepSimulation(delta)\n this._updateBones()\n\n // restore mesh if converted above\n\n if (isNonDefaultScale) {\n if (parent !== null) mesh.parent = parent\n\n mesh.scale.copy(scale)\n }\n\n manager.freeThreeVector3(scale)\n manager.freeThreeQuaternion(quaternion)\n manager.freeThreeVector3(position)\n\n return this\n }\n\n /**\n * Resets rigid bodies transorm to current bone's.\n *\n * @return {MMDPhysics}\n */\n reset() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].reset()\n }\n\n return this\n }\n\n /**\n * Warm ups Rigid bodies. Calculates cycles steps.\n *\n * @param {Integer} cycles\n * @return {MMDPhysics}\n */\n warmup(cycles) {\n for (let i = 0; i < cycles; i++) {\n this.update(1 / 60)\n }\n\n return this\n }\n\n /**\n * Sets gravity.\n *\n * @param {Vector3} gravity\n * @return {MMDPhysicsHelper}\n */\n setGravity(gravity) {\n this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z))\n this.gravity.copy(gravity)\n\n return this\n }\n\n /**\n * Creates MMDPhysicsHelper\n *\n * @return {MMDPhysicsHelper}\n */\n createHelper() {\n return new MMDPhysicsHelper(this.mesh, this)\n }\n\n // private methods\n\n _init(mesh, rigidBodyParams, constraintParams) {\n const manager = this.manager\n\n // rigid body/constraint parameters are for\n // mesh's default world transform as position(0, 0, 0),\n // quaternion(0, 0, 0, 1) and scale(0, 0, 0)\n\n const parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n const currentPosition = manager.allocThreeVector3()\n const currentQuaternion = manager.allocThreeQuaternion()\n const currentScale = manager.allocThreeVector3()\n\n currentPosition.copy(mesh.position)\n currentQuaternion.copy(mesh.quaternion)\n currentScale.copy(mesh.scale)\n\n mesh.position.set(0, 0, 0)\n mesh.quaternion.set(0, 0, 0, 1)\n mesh.scale.set(1, 1, 1)\n\n mesh.updateMatrixWorld(true)\n\n if (this.world === null) {\n this.world = this._createWorld()\n this.setGravity(this.gravity)\n }\n\n this._initRigidBodies(rigidBodyParams)\n this._initConstraints(constraintParams)\n\n if (parent !== null) mesh.parent = parent\n\n mesh.position.copy(currentPosition)\n mesh.quaternion.copy(currentQuaternion)\n mesh.scale.copy(currentScale)\n\n mesh.updateMatrixWorld(true)\n\n this.reset()\n\n manager.freeThreeVector3(currentPosition)\n manager.freeThreeQuaternion(currentQuaternion)\n manager.freeThreeVector3(currentScale)\n }\n\n _createWorld() {\n const config = new Ammo.btDefaultCollisionConfiguration()\n const dispatcher = new Ammo.btCollisionDispatcher(config)\n const cache = new Ammo.btDbvtBroadphase()\n const solver = new Ammo.btSequentialImpulseConstraintSolver()\n const world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config)\n return world\n }\n\n _initRigidBodies(rigidBodies) {\n for (let i = 0, il = rigidBodies.length; i < il; i++) {\n this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager))\n }\n }\n\n _initConstraints(constraints) {\n for (let i = 0, il = constraints.length; i < il; i++) {\n const params = constraints[i]\n const bodyA = this.bodies[params.rigidBodyIndex1]\n const bodyB = this.bodies[params.rigidBodyIndex2]\n this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager))\n }\n }\n\n _stepSimulation(delta) {\n const unitStep = this.unitStep\n let stepTime = delta\n let maxStepNum = ((delta / unitStep) | 0) + 1\n\n if (stepTime < unitStep) {\n stepTime = unitStep\n maxStepNum = 1\n }\n\n if (maxStepNum > this.maxStepNum) {\n maxStepNum = this.maxStepNum\n }\n\n this.world.stepSimulation(stepTime, maxStepNum, unitStep)\n }\n\n _updateRigidBodies() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateFromBone()\n }\n }\n\n _updateBones() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateBone()\n }\n }\n}\n\n/**\n * This manager's responsibilies are\n *\n * 1. manage Ammo.js and Three.js object resources and\n * improve the performance and the memory consumption by\n * reusing objects.\n *\n * 2. provide simple Ammo object operations.\n */\nclass ResourceManager {\n constructor() {\n // for Three.js\n this.threeVector3s = []\n this.threeMatrix4s = []\n this.threeQuaternions = []\n this.threeEulers = []\n\n // for Ammo.js\n this.transforms = []\n this.quaternions = []\n this.vector3s = []\n }\n\n allocThreeVector3() {\n return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new Vector3()\n }\n\n freeThreeVector3(v) {\n this.threeVector3s.push(v)\n }\n\n allocThreeMatrix4() {\n return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new Matrix4()\n }\n\n freeThreeMatrix4(m) {\n this.threeMatrix4s.push(m)\n }\n\n allocThreeQuaternion() {\n return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new Quaternion()\n }\n\n freeThreeQuaternion(q) {\n this.threeQuaternions.push(q)\n }\n\n allocThreeEuler() {\n return this.threeEulers.length > 0 ? this.threeEulers.pop() : new Euler()\n }\n\n freeThreeEuler(e) {\n this.threeEulers.push(e)\n }\n\n allocTransform() {\n return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform()\n }\n\n freeTransform(t) {\n this.transforms.push(t)\n }\n\n allocQuaternion() {\n return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion()\n }\n\n freeQuaternion(q) {\n this.quaternions.push(q)\n }\n\n allocVector3() {\n return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3()\n }\n\n freeVector3(v) {\n this.vector3s.push(v)\n }\n\n setIdentity(t) {\n t.setIdentity()\n }\n\n getBasis(t) {\n var q = this.allocQuaternion()\n t.getBasis().getRotation(q)\n return q\n }\n\n getBasisAsMatrix3(t) {\n var q = this.getBasis(t)\n var m = this.quaternionToMatrix3(q)\n this.freeQuaternion(q)\n return m\n }\n\n getOrigin(t) {\n return t.getOrigin()\n }\n\n setOrigin(t, v) {\n t.getOrigin().setValue(v.x(), v.y(), v.z())\n }\n\n copyOrigin(t1, t2) {\n var o = t2.getOrigin()\n this.setOrigin(t1, o)\n }\n\n setBasis(t, q) {\n t.setRotation(q)\n }\n\n setBasisFromMatrix3(t, m) {\n var q = this.matrix3ToQuaternion(m)\n this.setBasis(t, q)\n this.freeQuaternion(q)\n }\n\n setOriginFromArray3(t, a) {\n t.getOrigin().setValue(a[0], a[1], a[2])\n }\n\n setOriginFromThreeVector3(t, v) {\n t.getOrigin().setValue(v.x, v.y, v.z)\n }\n\n setBasisFromArray3(t, a) {\n var thQ = this.allocThreeQuaternion()\n var thE = this.allocThreeEuler()\n thE.set(a[0], a[1], a[2])\n this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE))\n\n this.freeThreeEuler(thE)\n this.freeThreeQuaternion(thQ)\n }\n\n setBasisFromThreeQuaternion(t, a) {\n var q = this.allocQuaternion()\n\n q.setX(a.x)\n q.setY(a.y)\n q.setZ(a.z)\n q.setW(a.w)\n this.setBasis(t, q)\n\n this.freeQuaternion(q)\n }\n\n multiplyTransforms(t1, t2) {\n var t = this.allocTransform()\n this.setIdentity(t)\n\n var m1 = this.getBasisAsMatrix3(t1)\n var m2 = this.getBasisAsMatrix3(t2)\n\n var o1 = this.getOrigin(t1)\n var o2 = this.getOrigin(t2)\n\n var v1 = this.multiplyMatrix3ByVector3(m1, o2)\n var v2 = this.addVector3(v1, o1)\n this.setOrigin(t, v2)\n\n var m3 = this.multiplyMatrices3(m1, m2)\n this.setBasisFromMatrix3(t, m3)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t\n }\n\n inverseTransform(t) {\n var t2 = this.allocTransform()\n\n var m1 = this.getBasisAsMatrix3(t)\n var o = this.getOrigin(t)\n\n var m2 = this.transposeMatrix3(m1)\n var v1 = this.negativeVector3(o)\n var v2 = this.multiplyMatrix3ByVector3(m2, v1)\n\n this.setOrigin(t2, v2)\n this.setBasisFromMatrix3(t2, m2)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t2\n }\n\n multiplyMatrices3(m1, m2) {\n var m3 = []\n\n var v10 = this.rowOfMatrix3(m1, 0)\n var v11 = this.rowOfMatrix3(m1, 1)\n var v12 = this.rowOfMatrix3(m1, 2)\n\n var v20 = this.columnOfMatrix3(m2, 0)\n var v21 = this.columnOfMatrix3(m2, 1)\n var v22 = this.columnOfMatrix3(m2, 2)\n\n m3[0] = this.dotVectors3(v10, v20)\n m3[1] = this.dotVectors3(v10, v21)\n m3[2] = this.dotVectors3(v10, v22)\n m3[3] = this.dotVectors3(v11, v20)\n m3[4] = this.dotVectors3(v11, v21)\n m3[5] = this.dotVectors3(v11, v22)\n m3[6] = this.dotVectors3(v12, v20)\n m3[7] = this.dotVectors3(v12, v21)\n m3[8] = this.dotVectors3(v12, v22)\n\n this.freeVector3(v10)\n this.freeVector3(v11)\n this.freeVector3(v12)\n this.freeVector3(v20)\n this.freeVector3(v21)\n this.freeVector3(v22)\n\n return m3\n }\n\n addVector3(v1, v2) {\n var v = this.allocVector3()\n v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z())\n return v\n }\n\n dotVectors3(v1, v2) {\n return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z()\n }\n\n rowOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2])\n return v\n }\n\n columnOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i + 0], m[i + 3], m[i + 6])\n return v\n }\n\n negativeVector3(v) {\n var v2 = this.allocVector3()\n v2.setValue(-v.x(), -v.y(), -v.z())\n return v2\n }\n\n multiplyMatrix3ByVector3(m, v) {\n var v4 = this.allocVector3()\n\n var v0 = this.rowOfMatrix3(m, 0)\n var v1 = this.rowOfMatrix3(m, 1)\n var v2 = this.rowOfMatrix3(m, 2)\n var x = this.dotVectors3(v0, v)\n var y = this.dotVectors3(v1, v)\n var z = this.dotVectors3(v2, v)\n\n v4.setValue(x, y, z)\n\n this.freeVector3(v0)\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return v4\n }\n\n transposeMatrix3(m) {\n var m2 = []\n m2[0] = m[0]\n m2[1] = m[3]\n m2[2] = m[6]\n m2[3] = m[1]\n m2[4] = m[4]\n m2[5] = m[7]\n m2[6] = m[2]\n m2[7] = m[5]\n m2[8] = m[8]\n return m2\n }\n\n quaternionToMatrix3(q) {\n var m = []\n\n var x = q.x()\n var y = q.y()\n var z = q.z()\n var w = q.w()\n\n var xx = x * x\n var yy = y * y\n var zz = z * z\n\n var xy = x * y\n var yz = y * z\n var zx = z * x\n\n var xw = x * w\n var yw = y * w\n var zw = z * w\n\n m[0] = 1 - 2 * (yy + zz)\n m[1] = 2 * (xy - zw)\n m[2] = 2 * (zx + yw)\n m[3] = 2 * (xy + zw)\n m[4] = 1 - 2 * (zz + xx)\n m[5] = 2 * (yz - xw)\n m[6] = 2 * (zx - yw)\n m[7] = 2 * (yz + xw)\n m[8] = 1 - 2 * (xx + yy)\n\n return m\n }\n\n matrix3ToQuaternion(m) {\n var t = m[0] + m[4] + m[8]\n var s, x, y, z, w\n\n if (t > 0) {\n s = Math.sqrt(t + 1.0) * 2\n w = 0.25 * s\n x = (m[7] - m[5]) / s\n y = (m[2] - m[6]) / s\n z = (m[3] - m[1]) / s\n } else if (m[0] > m[4] && m[0] > m[8]) {\n s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2\n w = (m[7] - m[5]) / s\n x = 0.25 * s\n y = (m[1] + m[3]) / s\n z = (m[2] + m[6]) / s\n } else if (m[4] > m[8]) {\n s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2\n w = (m[2] - m[6]) / s\n x = (m[1] + m[3]) / s\n y = 0.25 * s\n z = (m[5] + m[7]) / s\n } else {\n s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2\n w = (m[3] - m[1]) / s\n x = (m[2] + m[6]) / s\n y = (m[5] + m[7]) / s\n z = 0.25 * s\n }\n\n var q = this.allocQuaternion()\n q.setX(x)\n q.setY(y)\n q.setZ(z)\n q.setW(w)\n return q\n }\n}\n\n/**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {Object} params\n * @param {ResourceManager} manager\n */\nclass RigidBody {\n constructor(mesh, world, params, manager) {\n this.mesh = mesh\n this.world = world\n this.params = params\n this.manager = manager\n\n this.body = null\n this.bone = null\n this.boneOffsetForm = null\n this.boneOffsetFormInverse = null\n\n this._init()\n }\n\n /**\n * Resets rigid body transform to the current bone's.\n *\n * @return {RigidBody}\n */\n reset() {\n this._setTransformFromBone()\n return this\n }\n\n /**\n * Updates rigid body's transform from the current bone.\n *\n * @return {RidigBody}\n */\n updateFromBone() {\n if (this.params.boneIndex !== -1 && this.params.type === 0) {\n this._setTransformFromBone()\n }\n\n return this\n }\n\n /**\n * Updates bone from the current ridid body's transform.\n *\n * @return {RidigBody}\n */\n updateBone() {\n if (this.params.type === 0 || this.params.boneIndex === -1) {\n return this\n }\n\n this._updateBoneRotation()\n\n if (this.params.type === 1) {\n this._updateBonePosition()\n }\n\n this.bone.updateMatrixWorld(true)\n\n if (this.params.type === 2) {\n this._setPositionFromBone()\n }\n\n return this\n }\n\n // private methods\n\n _init() {\n function generateShape(p) {\n switch (p.shapeType) {\n case 0:\n return new Ammo.btSphereShape(p.width)\n\n case 1:\n return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth))\n\n case 2:\n return new Ammo.btCapsuleShape(p.width, p.height)\n\n default:\n throw new Error('unknown shape type ' + p.shapeType)\n }\n }\n\n const manager = this.manager\n const params = this.params\n const bones = this.mesh.skeleton.bones\n const bone = params.boneIndex === -1 ? new Bone() : bones[params.boneIndex]\n\n const shape = generateShape(params)\n const weight = params.type === 0 ? 0 : params.weight\n const localInertia = manager.allocVector3()\n localInertia.setValue(0, 0, 0)\n\n if (weight !== 0) {\n shape.calculateLocalInertia(weight, localInertia)\n }\n\n const boneOffsetForm = manager.allocTransform()\n manager.setIdentity(boneOffsetForm)\n manager.setOriginFromArray3(boneOffsetForm, params.position)\n manager.setBasisFromArray3(boneOffsetForm, params.rotation)\n\n const vector = manager.allocThreeVector3()\n const boneForm = manager.allocTransform()\n manager.setIdentity(boneForm)\n manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector))\n\n const form = manager.multiplyTransforms(boneForm, boneOffsetForm)\n const state = new Ammo.btDefaultMotionState(form)\n\n const info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia)\n info.set_m_friction(params.friction)\n info.set_m_restitution(params.restitution)\n\n const body = new Ammo.btRigidBody(info)\n\n if (params.type === 0) {\n body.setCollisionFlags(body.getCollisionFlags() | 2)\n\n /*\n * It'd be better to comment out this line though in general I should call this method\n * because I'm not sure why but physics will be more like MMD's\n * if I comment out.\n */\n body.setActivationState(4)\n }\n\n body.setDamping(params.positionDamping, params.rotationDamping)\n body.setSleepingThresholds(0, 0)\n\n this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget)\n\n this.body = body\n this.bone = bone\n this.boneOffsetForm = boneOffsetForm\n this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm)\n\n manager.freeVector3(localInertia)\n manager.freeTransform(form)\n manager.freeTransform(boneForm)\n manager.freeThreeVector3(vector)\n }\n\n _getBoneTransform() {\n const manager = this.manager\n const p = manager.allocThreeVector3()\n const q = manager.allocThreeQuaternion()\n const s = manager.allocThreeVector3()\n\n this.bone.matrixWorld.decompose(p, q, s)\n\n const tr = manager.allocTransform()\n manager.setOriginFromThreeVector3(tr, p)\n manager.setBasisFromThreeQuaternion(tr, q)\n\n const form = manager.multiplyTransforms(tr, this.boneOffsetForm)\n\n manager.freeTransform(tr)\n manager.freeThreeVector3(s)\n manager.freeThreeQuaternion(q)\n manager.freeThreeVector3(p)\n\n return form\n }\n\n _getWorldTransformForBone() {\n const manager = this.manager\n const tr = this.body.getCenterOfMassTransform()\n return manager.multiplyTransforms(tr, this.boneOffsetFormInverse)\n }\n\n _setTransformFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( form );\n this.body.setCenterOfMassTransform(form)\n this.body.getMotionState().setWorldTransform(form)\n\n manager.freeTransform(form)\n }\n\n _setPositionFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n const tr = manager.allocTransform()\n this.body.getMotionState().getWorldTransform(tr)\n manager.copyOrigin(tr, form)\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( tr );\n this.body.setCenterOfMassTransform(tr)\n this.body.getMotionState().setWorldTransform(tr)\n\n manager.freeTransform(tr)\n manager.freeTransform(form)\n }\n\n _updateBoneRotation() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n const q = manager.getBasis(tr)\n\n const thQ = manager.allocThreeQuaternion()\n const thQ2 = manager.allocThreeQuaternion()\n const thQ3 = manager.allocThreeQuaternion()\n\n thQ.set(q.x(), q.y(), q.z(), q.w())\n thQ2.setFromRotationMatrix(this.bone.matrixWorld)\n thQ2.conjugate()\n thQ2.multiply(thQ)\n\n //this.bone.quaternion.multiply( thQ2 );\n\n thQ3.setFromRotationMatrix(this.bone.matrix)\n\n // Renormalizing quaternion here because repeatedly transforming\n // quaternion continuously accumulates floating point error and\n // can end up being overflow. See #15335\n this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize())\n\n manager.freeThreeQuaternion(thQ)\n manager.freeThreeQuaternion(thQ2)\n manager.freeThreeQuaternion(thQ3)\n\n manager.freeQuaternion(q)\n manager.freeTransform(tr)\n }\n\n _updateBonePosition() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n\n const thV = manager.allocThreeVector3()\n\n const o = manager.getOrigin(tr)\n thV.set(o.x(), o.y(), o.z())\n\n if (this.bone.parent) {\n this.bone.parent.worldToLocal(thV)\n }\n\n this.bone.position.copy(thV)\n\n manager.freeThreeVector3(thV)\n\n manager.freeTransform(tr)\n }\n}\n\n//\n\nclass Constraint {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {RigidBody} bodyA\n * @param {RigidBody} bodyB\n * @param {Object} params\n * @param {ResourceManager} manager\n */\n constructor(mesh, world, bodyA, bodyB, params, manager) {\n this.mesh = mesh\n this.world = world\n this.bodyA = bodyA\n this.bodyB = bodyB\n this.params = params\n this.manager = manager\n\n this.constraint = null\n\n this._init()\n }\n\n // private method\n\n _init() {\n const manager = this.manager\n const params = this.params\n const bodyA = this.bodyA\n const bodyB = this.bodyB\n\n const form = manager.allocTransform()\n manager.setIdentity(form)\n manager.setOriginFromArray3(form, params.position)\n manager.setBasisFromArray3(form, params.rotation)\n\n const formA = manager.allocTransform()\n const formB = manager.allocTransform()\n\n bodyA.body.getMotionState().getWorldTransform(formA)\n bodyB.body.getMotionState().getWorldTransform(formB)\n\n const formInverseA = manager.inverseTransform(formA)\n const formInverseB = manager.inverseTransform(formB)\n\n const formA2 = manager.multiplyTransforms(formInverseA, form)\n const formB2 = manager.multiplyTransforms(formInverseB, form)\n\n const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true)\n\n const lll = manager.allocVector3()\n const lul = manager.allocVector3()\n const all = manager.allocVector3()\n const aul = manager.allocVector3()\n\n lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2])\n lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2])\n all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2])\n aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2])\n\n constraint.setLinearLowerLimit(lll)\n constraint.setLinearUpperLimit(lul)\n constraint.setAngularLowerLimit(all)\n constraint.setAngularUpperLimit(aul)\n\n for (let i = 0; i < 3; i++) {\n if (params.springPosition[i] !== 0) {\n constraint.enableSpring(i, true)\n constraint.setStiffness(i, params.springPosition[i])\n }\n }\n\n for (let i = 0; i < 3; i++) {\n if (params.springRotation[i] !== 0) {\n constraint.enableSpring(i + 3, true)\n constraint.setStiffness(i + 3, params.springRotation[i])\n }\n }\n\n /*\n * Currently(10/31/2016) official ammo.js doesn't support\n * btGeneric6DofSpringConstraint.setParam method.\n * You need custom ammo.js (add the method into idl) if you wanna use.\n * By setting this parameter, physics will be more like MMD's\n */\n if (constraint.setParam !== undefined) {\n for (let i = 0; i < 6; i++) {\n constraint.setParam(2, 0.475, i)\n }\n }\n\n this.world.addConstraint(constraint, true)\n this.constraint = constraint\n\n manager.freeTransform(form)\n manager.freeTransform(formA)\n manager.freeTransform(formB)\n manager.freeTransform(formInverseA)\n manager.freeTransform(formInverseB)\n manager.freeTransform(formA2)\n manager.freeTransform(formB2)\n manager.freeVector3(lll)\n manager.freeVector3(lul)\n manager.freeVector3(all)\n manager.freeVector3(aul)\n }\n}\n\nconst _position = new Vector3()\nconst _quaternion = new Quaternion()\nconst _scale = new Vector3()\nconst _matrixWorldInv = new Matrix4()\n\nclass MMDPhysicsHelper extends Object3D {\n /**\n * Visualize Rigid bodies\n *\n * @param {THREE.SkinnedMesh} mesh\n * @param {Physics} physics\n */\n constructor(mesh, physics) {\n super()\n\n this.root = mesh\n this.physics = physics\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.materials = []\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0xff8888),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x88ff88),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x8888ff),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this._init()\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n const materials = this.materials\n const children = this.children\n\n for (let i = 0; i < materials.length; i++) {\n materials[i].dispose()\n }\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isMesh) child.geometry.dispose()\n }\n }\n\n /**\n * Updates Rigid Bodies visualization.\n */\n updateMatrixWorld(force) {\n var mesh = this.root\n\n if (this.visible) {\n var bodies = this.physics.bodies\n\n _matrixWorldInv\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n .invert()\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var body = bodies[i].body\n var child = this.children[i]\n\n var tr = body.getCenterOfMassTransform()\n var origin = tr.getOrigin()\n var rotation = tr.getRotation()\n\n child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(_matrixWorldInv)\n\n child.quaternion\n .setFromRotationMatrix(_matrixWorldInv)\n .multiply(_quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()))\n }\n }\n\n this.matrix\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n\n super.updateMatrixWorld(force)\n }\n\n // private method\n\n _init() {\n var bodies = this.physics.bodies\n\n function createGeometry(param) {\n switch (param.shapeType) {\n case 0:\n return new SphereGeometry(param.width, 16, 8)\n\n case 1:\n return new BoxGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8)\n\n case 2:\n return new CapsuleGeometry(param.width, param.height, 8, 16)\n\n default:\n return null\n }\n }\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var param = bodies[i].params\n this.add(new Mesh(createGeometry(param), this.materials[param.type]))\n }\n }\n}\n\nexport { MMDPhysics 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+ {"version":3,"file":"MMDPhysics.js","sources":["../../src/animation/MMDPhysics.js"],"sourcesContent":["import {\n Bone,\n BoxGeometry,\n Color,\n Euler,\n Matrix4,\n Mesh,\n MeshBasicMaterial,\n Object3D,\n Quaternion,\n SphereGeometry,\n Vector3,\n} from 'three'\nimport { CapsuleGeometry } from '../_polyfill/CapsuleGeometry'\n\n/**\n * Dependencies\n * - Ammo.js https://github.com/kripken/ammo.js\n *\n * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)\n * for MMD model loaded by MMDLoader.\n *\n * TODO\n * - Physics in Worker\n */\n\n/* global Ammo */\n\nclass MMDPhysics {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Array<Object>} rigidBodyParams\n * @param {Array<Object>} (optional) constraintParams\n * @param {Object} params - (optional)\n * @param {Number} params.unitStep - Default is 1 / 65.\n * @param {Integer} params.maxStepNum - Default is 3.\n * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )\n */\n constructor(mesh, rigidBodyParams, constraintParams = [], params = {}) {\n if (typeof Ammo === 'undefined') {\n throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js')\n }\n\n this.manager = new ResourceManager()\n\n this.mesh = mesh\n\n /*\n * I don't know why but 1/60 unitStep easily breaks models\n * so I set it 1/65 so far.\n * Don't set too small unitStep because\n * the smaller unitStep can make the performance worse.\n */\n this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65\n this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3\n this.gravity = new Vector3(0, -9.8 * 10, 0)\n\n if (params.gravity !== undefined) this.gravity.copy(params.gravity)\n\n this.world = params.world !== undefined ? params.world : null // experimental\n\n this.bodies = []\n this.constraints = []\n\n this._init(mesh, rigidBodyParams, constraintParams)\n }\n\n /**\n * Advances Physics calculation and updates bones.\n *\n * @param {Number} delta - time in second\n * @return {MMDPhysics}\n */\n update(delta) {\n const manager = this.manager\n const mesh = this.mesh\n\n // rigid bodies and constrains are for\n // mesh's world scale (1, 1, 1).\n // Convert to (1, 1, 1) if it isn't.\n\n let isNonDefaultScale = false\n\n const position = manager.allocThreeVector3()\n const quaternion = manager.allocThreeQuaternion()\n const scale = manager.allocThreeVector3()\n\n mesh.matrixWorld.decompose(position, quaternion, scale)\n\n if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {\n isNonDefaultScale = true\n }\n\n let parent\n\n if (isNonDefaultScale) {\n parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n scale.copy(this.mesh.scale)\n\n mesh.scale.set(1, 1, 1)\n mesh.updateMatrixWorld(true)\n }\n\n // calculate physics and update bones\n\n this._updateRigidBodies()\n this._stepSimulation(delta)\n this._updateBones()\n\n // restore mesh if converted above\n\n if (isNonDefaultScale) {\n if (parent !== null) mesh.parent = parent\n\n mesh.scale.copy(scale)\n }\n\n manager.freeThreeVector3(scale)\n manager.freeThreeQuaternion(quaternion)\n manager.freeThreeVector3(position)\n\n return this\n }\n\n /**\n * Resets rigid bodies transorm to current bone's.\n *\n * @return {MMDPhysics}\n */\n reset() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].reset()\n }\n\n return this\n }\n\n /**\n * Warm ups Rigid bodies. Calculates cycles steps.\n *\n * @param {Integer} cycles\n * @return {MMDPhysics}\n */\n warmup(cycles) {\n for (let i = 0; i < cycles; i++) {\n this.update(1 / 60)\n }\n\n return this\n }\n\n /**\n * Sets gravity.\n *\n * @param {Vector3} gravity\n * @return {MMDPhysicsHelper}\n */\n setGravity(gravity) {\n this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z))\n this.gravity.copy(gravity)\n\n return this\n }\n\n /**\n * Creates MMDPhysicsHelper\n *\n * @return {MMDPhysicsHelper}\n */\n createHelper() {\n return new MMDPhysicsHelper(this.mesh, this)\n }\n\n // private methods\n\n _init(mesh, rigidBodyParams, constraintParams) {\n const manager = this.manager\n\n // rigid body/constraint parameters are for\n // mesh's default world transform as position(0, 0, 0),\n // quaternion(0, 0, 0, 1) and scale(0, 0, 0)\n\n const parent = mesh.parent\n\n if (parent !== null) mesh.parent = null\n\n const currentPosition = manager.allocThreeVector3()\n const currentQuaternion = manager.allocThreeQuaternion()\n const currentScale = manager.allocThreeVector3()\n\n currentPosition.copy(mesh.position)\n currentQuaternion.copy(mesh.quaternion)\n currentScale.copy(mesh.scale)\n\n mesh.position.set(0, 0, 0)\n mesh.quaternion.set(0, 0, 0, 1)\n mesh.scale.set(1, 1, 1)\n\n mesh.updateMatrixWorld(true)\n\n if (this.world === null) {\n this.world = this._createWorld()\n this.setGravity(this.gravity)\n }\n\n this._initRigidBodies(rigidBodyParams)\n this._initConstraints(constraintParams)\n\n if (parent !== null) mesh.parent = parent\n\n mesh.position.copy(currentPosition)\n mesh.quaternion.copy(currentQuaternion)\n mesh.scale.copy(currentScale)\n\n mesh.updateMatrixWorld(true)\n\n this.reset()\n\n manager.freeThreeVector3(currentPosition)\n manager.freeThreeQuaternion(currentQuaternion)\n manager.freeThreeVector3(currentScale)\n }\n\n _createWorld() {\n const config = new Ammo.btDefaultCollisionConfiguration()\n const dispatcher = new Ammo.btCollisionDispatcher(config)\n const cache = new Ammo.btDbvtBroadphase()\n const solver = new Ammo.btSequentialImpulseConstraintSolver()\n const world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config)\n return world\n }\n\n _initRigidBodies(rigidBodies) {\n for (let i = 0, il = rigidBodies.length; i < il; i++) {\n this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager))\n }\n }\n\n _initConstraints(constraints) {\n for (let i = 0, il = constraints.length; i < il; i++) {\n const params = constraints[i]\n const bodyA = this.bodies[params.rigidBodyIndex1]\n const bodyB = this.bodies[params.rigidBodyIndex2]\n this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager))\n }\n }\n\n _stepSimulation(delta) {\n const unitStep = this.unitStep\n let stepTime = delta\n let maxStepNum = ((delta / unitStep) | 0) + 1\n\n if (stepTime < unitStep) {\n stepTime = unitStep\n maxStepNum = 1\n }\n\n if (maxStepNum > this.maxStepNum) {\n maxStepNum = this.maxStepNum\n }\n\n this.world.stepSimulation(stepTime, maxStepNum, unitStep)\n }\n\n _updateRigidBodies() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateFromBone()\n }\n }\n\n _updateBones() {\n for (let i = 0, il = this.bodies.length; i < il; i++) {\n this.bodies[i].updateBone()\n }\n }\n}\n\n/**\n * This manager's responsibilies are\n *\n * 1. manage Ammo.js and Three.js object resources and\n * improve the performance and the memory consumption by\n * reusing objects.\n *\n * 2. provide simple Ammo object operations.\n */\nclass ResourceManager {\n constructor() {\n // for Three.js\n this.threeVector3s = []\n this.threeMatrix4s = []\n this.threeQuaternions = []\n this.threeEulers = []\n\n // for Ammo.js\n this.transforms = []\n this.quaternions = []\n this.vector3s = []\n }\n\n allocThreeVector3() {\n return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new Vector3()\n }\n\n freeThreeVector3(v) {\n this.threeVector3s.push(v)\n }\n\n allocThreeMatrix4() {\n return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new Matrix4()\n }\n\n freeThreeMatrix4(m) {\n this.threeMatrix4s.push(m)\n }\n\n allocThreeQuaternion() {\n return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new Quaternion()\n }\n\n freeThreeQuaternion(q) {\n this.threeQuaternions.push(q)\n }\n\n allocThreeEuler() {\n return this.threeEulers.length > 0 ? this.threeEulers.pop() : new Euler()\n }\n\n freeThreeEuler(e) {\n this.threeEulers.push(e)\n }\n\n allocTransform() {\n return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform()\n }\n\n freeTransform(t) {\n this.transforms.push(t)\n }\n\n allocQuaternion() {\n return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion()\n }\n\n freeQuaternion(q) {\n this.quaternions.push(q)\n }\n\n allocVector3() {\n return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3()\n }\n\n freeVector3(v) {\n this.vector3s.push(v)\n }\n\n setIdentity(t) {\n t.setIdentity()\n }\n\n getBasis(t) {\n var q = this.allocQuaternion()\n t.getBasis().getRotation(q)\n return q\n }\n\n getBasisAsMatrix3(t) {\n var q = this.getBasis(t)\n var m = this.quaternionToMatrix3(q)\n this.freeQuaternion(q)\n return m\n }\n\n getOrigin(t) {\n return t.getOrigin()\n }\n\n setOrigin(t, v) {\n t.getOrigin().setValue(v.x(), v.y(), v.z())\n }\n\n copyOrigin(t1, t2) {\n var o = t2.getOrigin()\n this.setOrigin(t1, o)\n }\n\n setBasis(t, q) {\n t.setRotation(q)\n }\n\n setBasisFromMatrix3(t, m) {\n var q = this.matrix3ToQuaternion(m)\n this.setBasis(t, q)\n this.freeQuaternion(q)\n }\n\n setOriginFromArray3(t, a) {\n t.getOrigin().setValue(a[0], a[1], a[2])\n }\n\n setOriginFromThreeVector3(t, v) {\n t.getOrigin().setValue(v.x, v.y, v.z)\n }\n\n setBasisFromArray3(t, a) {\n var thQ = this.allocThreeQuaternion()\n var thE = this.allocThreeEuler()\n thE.set(a[0], a[1], a[2])\n this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE))\n\n this.freeThreeEuler(thE)\n this.freeThreeQuaternion(thQ)\n }\n\n setBasisFromThreeQuaternion(t, a) {\n var q = this.allocQuaternion()\n\n q.setX(a.x)\n q.setY(a.y)\n q.setZ(a.z)\n q.setW(a.w)\n this.setBasis(t, q)\n\n this.freeQuaternion(q)\n }\n\n multiplyTransforms(t1, t2) {\n var t = this.allocTransform()\n this.setIdentity(t)\n\n var m1 = this.getBasisAsMatrix3(t1)\n var m2 = this.getBasisAsMatrix3(t2)\n\n var o1 = this.getOrigin(t1)\n var o2 = this.getOrigin(t2)\n\n var v1 = this.multiplyMatrix3ByVector3(m1, o2)\n var v2 = this.addVector3(v1, o1)\n this.setOrigin(t, v2)\n\n var m3 = this.multiplyMatrices3(m1, m2)\n this.setBasisFromMatrix3(t, m3)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t\n }\n\n inverseTransform(t) {\n var t2 = this.allocTransform()\n\n var m1 = this.getBasisAsMatrix3(t)\n var o = this.getOrigin(t)\n\n var m2 = this.transposeMatrix3(m1)\n var v1 = this.negativeVector3(o)\n var v2 = this.multiplyMatrix3ByVector3(m2, v1)\n\n this.setOrigin(t2, v2)\n this.setBasisFromMatrix3(t2, m2)\n\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return t2\n }\n\n multiplyMatrices3(m1, m2) {\n var m3 = []\n\n var v10 = this.rowOfMatrix3(m1, 0)\n var v11 = this.rowOfMatrix3(m1, 1)\n var v12 = this.rowOfMatrix3(m1, 2)\n\n var v20 = this.columnOfMatrix3(m2, 0)\n var v21 = this.columnOfMatrix3(m2, 1)\n var v22 = this.columnOfMatrix3(m2, 2)\n\n m3[0] = this.dotVectors3(v10, v20)\n m3[1] = this.dotVectors3(v10, v21)\n m3[2] = this.dotVectors3(v10, v22)\n m3[3] = this.dotVectors3(v11, v20)\n m3[4] = this.dotVectors3(v11, v21)\n m3[5] = this.dotVectors3(v11, v22)\n m3[6] = this.dotVectors3(v12, v20)\n m3[7] = this.dotVectors3(v12, v21)\n m3[8] = this.dotVectors3(v12, v22)\n\n this.freeVector3(v10)\n this.freeVector3(v11)\n this.freeVector3(v12)\n this.freeVector3(v20)\n this.freeVector3(v21)\n this.freeVector3(v22)\n\n return m3\n }\n\n addVector3(v1, v2) {\n var v = this.allocVector3()\n v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z())\n return v\n }\n\n dotVectors3(v1, v2) {\n return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z()\n }\n\n rowOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2])\n return v\n }\n\n columnOfMatrix3(m, i) {\n var v = this.allocVector3()\n v.setValue(m[i + 0], m[i + 3], m[i + 6])\n return v\n }\n\n negativeVector3(v) {\n var v2 = this.allocVector3()\n v2.setValue(-v.x(), -v.y(), -v.z())\n return v2\n }\n\n multiplyMatrix3ByVector3(m, v) {\n var v4 = this.allocVector3()\n\n var v0 = this.rowOfMatrix3(m, 0)\n var v1 = this.rowOfMatrix3(m, 1)\n var v2 = this.rowOfMatrix3(m, 2)\n var x = this.dotVectors3(v0, v)\n var y = this.dotVectors3(v1, v)\n var z = this.dotVectors3(v2, v)\n\n v4.setValue(x, y, z)\n\n this.freeVector3(v0)\n this.freeVector3(v1)\n this.freeVector3(v2)\n\n return v4\n }\n\n transposeMatrix3(m) {\n var m2 = []\n m2[0] = m[0]\n m2[1] = m[3]\n m2[2] = m[6]\n m2[3] = m[1]\n m2[4] = m[4]\n m2[5] = m[7]\n m2[6] = m[2]\n m2[7] = m[5]\n m2[8] = m[8]\n return m2\n }\n\n quaternionToMatrix3(q) {\n var m = []\n\n var x = q.x()\n var y = q.y()\n var z = q.z()\n var w = q.w()\n\n var xx = x * x\n var yy = y * y\n var zz = z * z\n\n var xy = x * y\n var yz = y * z\n var zx = z * x\n\n var xw = x * w\n var yw = y * w\n var zw = z * w\n\n m[0] = 1 - 2 * (yy + zz)\n m[1] = 2 * (xy - zw)\n m[2] = 2 * (zx + yw)\n m[3] = 2 * (xy + zw)\n m[4] = 1 - 2 * (zz + xx)\n m[5] = 2 * (yz - xw)\n m[6] = 2 * (zx - yw)\n m[7] = 2 * (yz + xw)\n m[8] = 1 - 2 * (xx + yy)\n\n return m\n }\n\n matrix3ToQuaternion(m) {\n var t = m[0] + m[4] + m[8]\n var s, x, y, z, w\n\n if (t > 0) {\n s = Math.sqrt(t + 1.0) * 2\n w = 0.25 * s\n x = (m[7] - m[5]) / s\n y = (m[2] - m[6]) / s\n z = (m[3] - m[1]) / s\n } else if (m[0] > m[4] && m[0] > m[8]) {\n s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2\n w = (m[7] - m[5]) / s\n x = 0.25 * s\n y = (m[1] + m[3]) / s\n z = (m[2] + m[6]) / s\n } else if (m[4] > m[8]) {\n s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2\n w = (m[2] - m[6]) / s\n x = (m[1] + m[3]) / s\n y = 0.25 * s\n z = (m[5] + m[7]) / s\n } else {\n s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2\n w = (m[3] - m[1]) / s\n x = (m[2] + m[6]) / s\n y = (m[5] + m[7]) / s\n z = 0.25 * s\n }\n\n var q = this.allocQuaternion()\n q.setX(x)\n q.setY(y)\n q.setZ(z)\n q.setW(w)\n return q\n }\n}\n\n/**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {Object} params\n * @param {ResourceManager} manager\n */\nclass RigidBody {\n constructor(mesh, world, params, manager) {\n this.mesh = mesh\n this.world = world\n this.params = params\n this.manager = manager\n\n this.body = null\n this.bone = null\n this.boneOffsetForm = null\n this.boneOffsetFormInverse = null\n\n this._init()\n }\n\n /**\n * Resets rigid body transform to the current bone's.\n *\n * @return {RigidBody}\n */\n reset() {\n this._setTransformFromBone()\n return this\n }\n\n /**\n * Updates rigid body's transform from the current bone.\n *\n * @return {RidigBody}\n */\n updateFromBone() {\n if (this.params.boneIndex !== -1 && this.params.type === 0) {\n this._setTransformFromBone()\n }\n\n return this\n }\n\n /**\n * Updates bone from the current ridid body's transform.\n *\n * @return {RidigBody}\n */\n updateBone() {\n if (this.params.type === 0 || this.params.boneIndex === -1) {\n return this\n }\n\n this._updateBoneRotation()\n\n if (this.params.type === 1) {\n this._updateBonePosition()\n }\n\n this.bone.updateMatrixWorld(true)\n\n if (this.params.type === 2) {\n this._setPositionFromBone()\n }\n\n return this\n }\n\n // private methods\n\n _init() {\n function generateShape(p) {\n switch (p.shapeType) {\n case 0:\n return new Ammo.btSphereShape(p.width)\n\n case 1:\n return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth))\n\n case 2:\n return new Ammo.btCapsuleShape(p.width, p.height)\n\n default:\n throw new Error('unknown shape type ' + p.shapeType)\n }\n }\n\n const manager = this.manager\n const params = this.params\n const bones = this.mesh.skeleton.bones\n const bone = params.boneIndex === -1 ? new Bone() : bones[params.boneIndex]\n\n const shape = generateShape(params)\n const weight = params.type === 0 ? 0 : params.weight\n const localInertia = manager.allocVector3()\n localInertia.setValue(0, 0, 0)\n\n if (weight !== 0) {\n shape.calculateLocalInertia(weight, localInertia)\n }\n\n const boneOffsetForm = manager.allocTransform()\n manager.setIdentity(boneOffsetForm)\n manager.setOriginFromArray3(boneOffsetForm, params.position)\n manager.setBasisFromArray3(boneOffsetForm, params.rotation)\n\n const vector = manager.allocThreeVector3()\n const boneForm = manager.allocTransform()\n manager.setIdentity(boneForm)\n manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector))\n\n const form = manager.multiplyTransforms(boneForm, boneOffsetForm)\n const state = new Ammo.btDefaultMotionState(form)\n\n const info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia)\n info.set_m_friction(params.friction)\n info.set_m_restitution(params.restitution)\n\n const body = new Ammo.btRigidBody(info)\n\n if (params.type === 0) {\n body.setCollisionFlags(body.getCollisionFlags() | 2)\n\n /*\n * It'd be better to comment out this line though in general I should call this method\n * because I'm not sure why but physics will be more like MMD's\n * if I comment out.\n */\n body.setActivationState(4)\n }\n\n body.setDamping(params.positionDamping, params.rotationDamping)\n body.setSleepingThresholds(0, 0)\n\n this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget)\n\n this.body = body\n this.bone = bone\n this.boneOffsetForm = boneOffsetForm\n this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm)\n\n manager.freeVector3(localInertia)\n manager.freeTransform(form)\n manager.freeTransform(boneForm)\n manager.freeThreeVector3(vector)\n }\n\n _getBoneTransform() {\n const manager = this.manager\n const p = manager.allocThreeVector3()\n const q = manager.allocThreeQuaternion()\n const s = manager.allocThreeVector3()\n\n this.bone.matrixWorld.decompose(p, q, s)\n\n const tr = manager.allocTransform()\n manager.setOriginFromThreeVector3(tr, p)\n manager.setBasisFromThreeQuaternion(tr, q)\n\n const form = manager.multiplyTransforms(tr, this.boneOffsetForm)\n\n manager.freeTransform(tr)\n manager.freeThreeVector3(s)\n manager.freeThreeQuaternion(q)\n manager.freeThreeVector3(p)\n\n return form\n }\n\n _getWorldTransformForBone() {\n const manager = this.manager\n const tr = this.body.getCenterOfMassTransform()\n return manager.multiplyTransforms(tr, this.boneOffsetFormInverse)\n }\n\n _setTransformFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( form );\n this.body.setCenterOfMassTransform(form)\n this.body.getMotionState().setWorldTransform(form)\n\n manager.freeTransform(form)\n }\n\n _setPositionFromBone() {\n const manager = this.manager\n const form = this._getBoneTransform()\n\n const tr = manager.allocTransform()\n this.body.getMotionState().getWorldTransform(tr)\n manager.copyOrigin(tr, form)\n\n // TODO: check the most appropriate way to set\n //this.body.setWorldTransform( tr );\n this.body.setCenterOfMassTransform(tr)\n this.body.getMotionState().setWorldTransform(tr)\n\n manager.freeTransform(tr)\n manager.freeTransform(form)\n }\n\n _updateBoneRotation() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n const q = manager.getBasis(tr)\n\n const thQ = manager.allocThreeQuaternion()\n const thQ2 = manager.allocThreeQuaternion()\n const thQ3 = manager.allocThreeQuaternion()\n\n thQ.set(q.x(), q.y(), q.z(), q.w())\n thQ2.setFromRotationMatrix(this.bone.matrixWorld)\n thQ2.conjugate()\n thQ2.multiply(thQ)\n\n //this.bone.quaternion.multiply( thQ2 );\n\n thQ3.setFromRotationMatrix(this.bone.matrix)\n\n // Renormalizing quaternion here because repeatedly transforming\n // quaternion continuously accumulates floating point error and\n // can end up being overflow. See #15335\n this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize())\n\n manager.freeThreeQuaternion(thQ)\n manager.freeThreeQuaternion(thQ2)\n manager.freeThreeQuaternion(thQ3)\n\n manager.freeQuaternion(q)\n manager.freeTransform(tr)\n }\n\n _updateBonePosition() {\n const manager = this.manager\n\n const tr = this._getWorldTransformForBone()\n\n const thV = manager.allocThreeVector3()\n\n const o = manager.getOrigin(tr)\n thV.set(o.x(), o.y(), o.z())\n\n if (this.bone.parent) {\n this.bone.parent.worldToLocal(thV)\n }\n\n this.bone.position.copy(thV)\n\n manager.freeThreeVector3(thV)\n\n manager.freeTransform(tr)\n }\n}\n\n//\n\nclass Constraint {\n /**\n * @param {THREE.SkinnedMesh} mesh\n * @param {Ammo.btDiscreteDynamicsWorld} world\n * @param {RigidBody} bodyA\n * @param {RigidBody} bodyB\n * @param {Object} params\n * @param {ResourceManager} manager\n */\n constructor(mesh, world, bodyA, bodyB, params, manager) {\n this.mesh = mesh\n this.world = world\n this.bodyA = bodyA\n this.bodyB = bodyB\n this.params = params\n this.manager = manager\n\n this.constraint = null\n\n this._init()\n }\n\n // private method\n\n _init() {\n const manager = this.manager\n const params = this.params\n const bodyA = this.bodyA\n const bodyB = this.bodyB\n\n const form = manager.allocTransform()\n manager.setIdentity(form)\n manager.setOriginFromArray3(form, params.position)\n manager.setBasisFromArray3(form, params.rotation)\n\n const formA = manager.allocTransform()\n const formB = manager.allocTransform()\n\n bodyA.body.getMotionState().getWorldTransform(formA)\n bodyB.body.getMotionState().getWorldTransform(formB)\n\n const formInverseA = manager.inverseTransform(formA)\n const formInverseB = manager.inverseTransform(formB)\n\n const formA2 = manager.multiplyTransforms(formInverseA, form)\n const formB2 = manager.multiplyTransforms(formInverseB, form)\n\n const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true)\n\n const lll = manager.allocVector3()\n const lul = manager.allocVector3()\n const all = manager.allocVector3()\n const aul = manager.allocVector3()\n\n lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2])\n lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2])\n all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2])\n aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2])\n\n constraint.setLinearLowerLimit(lll)\n constraint.setLinearUpperLimit(lul)\n constraint.setAngularLowerLimit(all)\n constraint.setAngularUpperLimit(aul)\n\n for (let i = 0; i < 3; i++) {\n if (params.springPosition[i] !== 0) {\n constraint.enableSpring(i, true)\n constraint.setStiffness(i, params.springPosition[i])\n }\n }\n\n for (let i = 0; i < 3; i++) {\n if (params.springRotation[i] !== 0) {\n constraint.enableSpring(i + 3, true)\n constraint.setStiffness(i + 3, params.springRotation[i])\n }\n }\n\n /*\n * Currently(10/31/2016) official ammo.js doesn't support\n * btGeneric6DofSpringConstraint.setParam method.\n * You need custom ammo.js (add the method into idl) if you wanna use.\n * By setting this parameter, physics will be more like MMD's\n */\n if (constraint.setParam !== undefined) {\n for (let i = 0; i < 6; i++) {\n constraint.setParam(2, 0.475, i)\n }\n }\n\n this.world.addConstraint(constraint, true)\n this.constraint = constraint\n\n manager.freeTransform(form)\n manager.freeTransform(formA)\n manager.freeTransform(formB)\n manager.freeTransform(formInverseA)\n manager.freeTransform(formInverseB)\n manager.freeTransform(formA2)\n manager.freeTransform(formB2)\n manager.freeVector3(lll)\n manager.freeVector3(lul)\n manager.freeVector3(all)\n manager.freeVector3(aul)\n }\n}\n\nconst _position = /* @__PURE__ */ new Vector3()\nconst _quaternion = /* @__PURE__ */ new Quaternion()\nconst _scale = /* @__PURE__ */ new Vector3()\nconst _matrixWorldInv = /* @__PURE__ */ new Matrix4()\n\nclass MMDPhysicsHelper extends Object3D {\n /**\n * Visualize Rigid bodies\n *\n * @param {THREE.SkinnedMesh} mesh\n * @param {Physics} physics\n */\n constructor(mesh, physics) {\n super()\n\n this.root = mesh\n this.physics = physics\n\n this.matrix.copy(mesh.matrixWorld)\n this.matrixAutoUpdate = false\n\n this.materials = []\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0xff8888),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x88ff88),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this.materials.push(\n new MeshBasicMaterial({\n color: new Color(0x8888ff),\n wireframe: true,\n depthTest: false,\n depthWrite: false,\n opacity: 0.25,\n transparent: true,\n }),\n )\n\n this._init()\n }\n\n /**\n * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.\n */\n dispose() {\n const materials = this.materials\n const children = this.children\n\n for (let i = 0; i < materials.length; i++) {\n materials[i].dispose()\n }\n\n for (let i = 0; i < children.length; i++) {\n const child = children[i]\n\n if (child.isMesh) child.geometry.dispose()\n }\n }\n\n /**\n * Updates Rigid Bodies visualization.\n */\n updateMatrixWorld(force) {\n var mesh = this.root\n\n if (this.visible) {\n var bodies = this.physics.bodies\n\n _matrixWorldInv\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n .invert()\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var body = bodies[i].body\n var child = this.children[i]\n\n var tr = body.getCenterOfMassTransform()\n var origin = tr.getOrigin()\n var rotation = tr.getRotation()\n\n child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(_matrixWorldInv)\n\n child.quaternion\n .setFromRotationMatrix(_matrixWorldInv)\n .multiply(_quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()))\n }\n }\n\n this.matrix\n .copy(mesh.matrixWorld)\n .decompose(_position, _quaternion, _scale)\n .compose(_position, _quaternion, _scale.set(1, 1, 1))\n\n super.updateMatrixWorld(force)\n }\n\n // private method\n\n _init() {\n var bodies = this.physics.bodies\n\n function createGeometry(param) {\n switch (param.shapeType) {\n case 0:\n return new SphereGeometry(param.width, 16, 8)\n\n case 1:\n return new BoxGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8)\n\n case 2:\n return new CapsuleGeometry(param.width, param.height, 8, 16)\n\n default:\n return null\n }\n }\n\n for (var i = 0, il = bodies.length; i < il; i++) {\n var param = bodies[i].params\n this.add(new Mesh(createGeometry(param), this.materials[param.type]))\n }\n }\n}\n\nexport { MMDPhysics 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@@ -33,8 +33,8 @@ const _center = {
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  y: 0
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  };
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  const _transformation = {
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- camera: new THREE.Matrix4(),
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- gizmos: new THREE.Matrix4()
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+ camera: /* @__PURE__ */ new THREE.Matrix4(),
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+ gizmos: /* @__PURE__ */ new THREE.Matrix4()
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  };
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  const _changeEvent = { type: "change" };
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  const _startEvent = { type: "start" };